wined3d: Prefer the core glActiveTexture function.
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c603e47986
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@ -7294,7 +7294,7 @@ static void upload_palette(const struct wined3d_texture *texture, struct wined3d
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if (!priv->palette_texture)
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gl_info->gl_ops.gl.p_glGenTextures(1, &priv->palette_texture);
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
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GL_EXTCALL(glActiveTexture(GL_TEXTURE1));
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gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, priv->palette_texture);
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gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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@ -1328,8 +1328,8 @@ static void bind_dummy_textures(const struct wined3d_device *device, const struc
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for (i = 0; i < count; ++i)
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{
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
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checkGLcall("glActiveTextureARB");
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GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
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checkGLcall("glActiveTexture");
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gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
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checkGLcall("glBindTexture");
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@ -2115,8 +2115,8 @@ void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
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/* Context activation is done by the caller. */
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void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
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{
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0 + unit));
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checkGLcall("glActiveTextureARB");
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GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
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checkGLcall("glActiveTexture");
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context->active_texture = unit;
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}
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@ -2873,6 +2873,9 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
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USE_GL_FUNC(wglGetPixelFormatAttribivARB)
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USE_GL_FUNC(wglSetPixelFormatWINE)
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USE_GL_FUNC(wglSwapIntervalEXT)
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/* Newer core functions */
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USE_GL_FUNC(glActiveTexture) /* OpenGL 1.3 */
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#undef USE_GL_FUNC
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#ifndef USE_WIN32_OPENGL
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@ -2880,6 +2883,16 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
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/* note that we still need the above wglGetProcAddress calls to initialize the table */
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gl_info->gl_ops.ext = ((struct opengl_funcs *)NtCurrentTeb()->glTable)->ext;
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#endif
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#define MAP_GL_FUNCTION(core_func, ext_func) \
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do \
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{ \
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if (!gl_info->gl_ops.ext.p_##core_func) \
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gl_info->gl_ops.ext.p_##core_func = gl_info->gl_ops.ext.p_##ext_func; \
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} while (0)
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MAP_GL_FUNCTION(glActiveTexture, glActiveTextureARB);
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#undef MAP_GL_FUNCTION
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}
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static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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@ -112,7 +112,8 @@ static void WINE_GLAPI wine_glMultiTexCoord4svARB(GLenum target, const GLshort *
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context_get_current()->gl_info->gl_ops.gl.p_glTexCoord4sv(v);
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}
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static void WINE_GLAPI wine_glActiveTextureARB(GLenum texture) {
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static void WINE_GLAPI wine_glActiveTexture(GLenum texture)
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{
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if(texture != GL_TEXTURE0) {
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ERR("Texture unit > 0 used, but GL_ARB_multitexture is not supported\n");
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return;
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@ -351,7 +352,7 @@ void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info)
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if (!gl_info->supported[ARB_MULTITEXTURE])
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{
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TRACE("Applying GL_ARB_multitexture emulation hooks\n");
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gl_info->gl_ops.ext.p_glActiveTextureARB = wine_glActiveTextureARB;
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gl_info->gl_ops.ext.p_glActiveTexture = wine_glActiveTexture;
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gl_info->gl_ops.ext.p_glClientActiveTextureARB = wine_glClientActiveTextureARB;
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gl_info->gl_ops.ext.p_glMultiTexCoord1fARB = wine_glMultiTexCoord1fARB;
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gl_info->gl_ops.ext.p_glMultiTexCoord1fvARB = wine_glMultiTexCoord1fvARB;
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