/* * Direct3D wine OpenGL include file * * Copyright 2002-2003 The wine-d3d team * Copyright 2002-2004 Jason Edmeades * Raphael Junqueira * Copyright 2007 Roderick Colenbrander * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #ifndef __WINE_WINED3D_GL_H #define __WINE_WINED3D_GL_H #include "wine/wgl.h" #include "wine/wglext.h" #define GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI 0x8837 /* not in the gl spec */ void (WINE_GLAPI *glDisableWINE)(GLenum cap) DECLSPEC_HIDDEN; void (WINE_GLAPI *glEnableWINE)(GLenum cap) DECLSPEC_HIDDEN; /* OpenGL extensions. */ enum wined3d_gl_extension { WINED3D_GL_EXT_NONE, /* APPLE */ APPLE_FENCE, APPLE_FLOAT_PIXELS, APPLE_FLUSH_BUFFER_RANGE, APPLE_YCBCR_422, /* ARB */ ARB_BLEND_FUNC_EXTENDED, ARB_COLOR_BUFFER_FLOAT, ARB_DEBUG_OUTPUT, ARB_DEPTH_BUFFER_FLOAT, ARB_DEPTH_TEXTURE, ARB_DRAW_BUFFERS, ARB_DRAW_ELEMENTS_BASE_VERTEX, ARB_DRAW_INSTANCED, ARB_ES2_COMPATIBILITY, ARB_FRAGMENT_PROGRAM, ARB_FRAGMENT_SHADER, ARB_FRAMEBUFFER_OBJECT, ARB_FRAMEBUFFER_SRGB, ARB_GEOMETRY_SHADER4, ARB_HALF_FLOAT_PIXEL, ARB_HALF_FLOAT_VERTEX, ARB_INSTANCED_ARRAYS, ARB_INTERNALFORMAT_QUERY2, ARB_MAP_BUFFER_ALIGNMENT, ARB_MAP_BUFFER_RANGE, ARB_MULTISAMPLE, ARB_MULTITEXTURE, ARB_OCCLUSION_QUERY, ARB_PIXEL_BUFFER_OBJECT, ARB_POINT_PARAMETERS, ARB_POINT_SPRITE, ARB_PROVOKING_VERTEX, ARB_SAMPLER_OBJECTS, ARB_SHADER_BIT_ENCODING, ARB_SHADER_TEXTURE_LOD, ARB_SHADING_LANGUAGE_100, ARB_SHADOW, ARB_SYNC, ARB_TEXTURE_BORDER_CLAMP, ARB_TEXTURE_COMPRESSION, ARB_TEXTURE_COMPRESSION_RGTC, ARB_TEXTURE_CUBE_MAP, ARB_TEXTURE_ENV_COMBINE, ARB_TEXTURE_ENV_DOT3, ARB_TEXTURE_FLOAT, ARB_TEXTURE_MIRRORED_REPEAT, ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE, ARB_TEXTURE_NON_POWER_OF_TWO, ARB_TEXTURE_QUERY_LEVELS, ARB_TEXTURE_RECTANGLE, ARB_TEXTURE_RG, ARB_TIMER_QUERY, ARB_UNIFORM_BUFFER_OBJECT, ARB_VERTEX_ARRAY_BGRA, ARB_VERTEX_BLEND, ARB_VERTEX_BUFFER_OBJECT, ARB_VERTEX_PROGRAM, ARB_VERTEX_SHADER, /* ATI */ ATI_FRAGMENT_SHADER, ATI_SEPARATE_STENCIL, ATI_TEXTURE_COMPRESSION_3DC, ATI_TEXTURE_ENV_COMBINE3, ATI_TEXTURE_MIRROR_ONCE, /* EXT */ EXT_BLEND_COLOR, EXT_BLEND_EQUATION_SEPARATE, EXT_BLEND_FUNC_SEPARATE, EXT_BLEND_MINMAX, EXT_BLEND_SUBTRACT, EXT_DRAW_BUFFERS2, EXT_DEPTH_BOUNDS_TEST, EXT_FOG_COORD, EXT_FRAMEBUFFER_BLIT, EXT_FRAMEBUFFER_MULTISAMPLE, EXT_FRAMEBUFFER_OBJECT, EXT_GPU_PROGRAM_PARAMETERS, EXT_GPU_SHADER4, EXT_PACKED_DEPTH_STENCIL, EXT_POINT_PARAMETERS, EXT_PROVOKING_VERTEX, EXT_SECONDARY_COLOR, EXT_STENCIL_TWO_SIDE, EXT_STENCIL_WRAP, EXT_TEXTURE3D, EXT_TEXTURE_COMPRESSION_RGTC, EXT_TEXTURE_COMPRESSION_S3TC, EXT_TEXTURE_ENV_COMBINE, EXT_TEXTURE_ENV_DOT3, EXT_TEXTURE_FILTER_ANISOTROPIC, EXT_TEXTURE_INTEGER, EXT_TEXTURE_LOD_BIAS, EXT_TEXTURE_MIRROR_CLAMP, EXT_TEXTURE_SNORM, EXT_TEXTURE_SRGB, EXT_TEXTURE_SRGB_DECODE, EXT_VERTEX_ARRAY_BGRA, /* NVIDIA */ NV_FENCE, NV_FOG_DISTANCE, NV_FRAGMENT_PROGRAM, NV_FRAGMENT_PROGRAM2, NV_FRAGMENT_PROGRAM_OPTION, NV_HALF_FLOAT, NV_LIGHT_MAX_EXPONENT, NV_POINT_SPRITE, NV_REGISTER_COMBINERS, NV_REGISTER_COMBINERS2, NV_TEXGEN_REFLECTION, NV_TEXTURE_ENV_COMBINE4, NV_TEXTURE_SHADER, NV_TEXTURE_SHADER2, NV_VERTEX_PROGRAM, NV_VERTEX_PROGRAM1_1, NV_VERTEX_PROGRAM2, NV_VERTEX_PROGRAM2_OPTION, NV_VERTEX_PROGRAM3, /* SGI */ SGIS_GENERATE_MIPMAP, /* WGL extensions */ WGL_ARB_PIXEL_FORMAT, WGL_EXT_SWAP_CONTROL, WGL_WINE_PIXEL_FORMAT_PASSTHROUGH, /* Internally used */ WINED3D_GL_BLEND_EQUATION, WINED3D_GL_NORMALIZED_TEXRECT, WINED3D_GL_LEGACY_CONTEXT, WINED3D_GL_VERSION_2_0, WINED3D_GL_VERSION_3_2, WINED3D_GL_EXT_COUNT, }; #endif /* __WINE_WINED3D_GL */