/* * 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" #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_CLIENT_STORAGE, APPLE_FENCE, APPLE_FLOAT_PIXELS, APPLE_FLUSH_BUFFER_RANGE, APPLE_YCBCR_422, /* ARB */ ARB_COLOR_BUFFER_FLOAT, ARB_DEPTH_BUFFER_FLOAT, ARB_DEPTH_CLAMP, ARB_DEPTH_TEXTURE, ARB_DRAW_BUFFERS, ARB_DRAW_ELEMENTS_BASE_VERTEX, ARB_DRAW_INSTANCED, 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_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_SHADER_BIT_ENCODING, ARB_SHADER_OBJECTS, 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_ADD, ARB_TEXTURE_ENV_COMBINE, ARB_TEXTURE_ENV_DOT3, ARB_TEXTURE_FLOAT, ARB_TEXTURE_MIRRORED_REPEAT, ARB_TEXTURE_NON_POWER_OF_TWO, ARB_TEXTURE_RECTANGLE, ARB_TEXTURE_RG, 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_PALETTED_TEXTURE, 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_ADD, EXT_TEXTURE_ENV_COMBINE, EXT_TEXTURE_ENV_DOT3, EXT_TEXTURE_FILTER_ANISOTROPIC, EXT_TEXTURE_LOD_BIAS, EXT_TEXTURE_SRGB, EXT_TEXTURE_SRGB_DECODE, EXT_VERTEX_ARRAY_BGRA, /* NVIDIA */ NV_DEPTH_CLAMP, 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_NORMALIZED_TEXRECT, WINED3D_GL_VERSION_2_0, WINED3D_GL_EXT_COUNT, }; #include "wine/wglext.h" #define GL_EXT_FUNCS_GEN \ /* GL_APPLE_fence */ \ USE_GL_FUNC(glDeleteFencesAPPLE) \ USE_GL_FUNC(glFinishFenceAPPLE) \ USE_GL_FUNC(glFinishObjectAPPLE) \ USE_GL_FUNC(glGenFencesAPPLE) \ USE_GL_FUNC(glIsFenceAPPLE) \ USE_GL_FUNC(glSetFenceAPPLE) \ USE_GL_FUNC(glTestFenceAPPLE) \ USE_GL_FUNC(glTestObjectAPPLE) \ /* GL_APPLE_flush_buffer_range */ \ USE_GL_FUNC(glBufferParameteriAPPLE) \ USE_GL_FUNC(glFlushMappedBufferRangeAPPLE) \ /* GL_ARB_color_buffer_float */ \ USE_GL_FUNC(glClampColorARB) \ /* GL_ARB_draw_buffers */ \ USE_GL_FUNC(glDrawBuffersARB) \ /* GL_ARB_draw_elements_base_vertex */ \ USE_GL_FUNC(glDrawElementsBaseVertex) \ USE_GL_FUNC(glDrawElementsInstancedBaseVertex) \ USE_GL_FUNC(glDrawRangeElementsBaseVertex) \ USE_GL_FUNC(glMultiDrawElementsBaseVertex) \ /* GL_ARB_draw_instanced */ \ USE_GL_FUNC(glDrawArraysInstancedARB) \ USE_GL_FUNC(glDrawElementsInstancedARB) \ /* GL_ARB_framebuffer_object */ \ USE_GL_FUNC(glBindFramebuffer) \ USE_GL_FUNC(glBindRenderbuffer) \ USE_GL_FUNC(glBlitFramebuffer) \ USE_GL_FUNC(glCheckFramebufferStatus) \ USE_GL_FUNC(glDeleteFramebuffers) \ USE_GL_FUNC(glDeleteRenderbuffers) \ USE_GL_FUNC(glFramebufferRenderbuffer) \ USE_GL_FUNC(glFramebufferTexture1D) \ USE_GL_FUNC(glFramebufferTexture2D) \ USE_GL_FUNC(glFramebufferTexture3D) \ USE_GL_FUNC(glFramebufferTextureLayer) \ USE_GL_FUNC(glGenFramebuffers) \ USE_GL_FUNC(glGenRenderbuffers) \ USE_GL_FUNC(glGenerateMipmap) \ USE_GL_FUNC(glGetFramebufferAttachmentParameteriv) \ USE_GL_FUNC(glGetRenderbufferParameteriv) \ USE_GL_FUNC(glIsFramebuffer) \ USE_GL_FUNC(glIsRenderbuffer) \ USE_GL_FUNC(glRenderbufferStorage) \ USE_GL_FUNC(glRenderbufferStorageMultisample) \ /* GL_ARB_geometry_shader4 */ \ USE_GL_FUNC(glFramebufferTextureARB) \ USE_GL_FUNC(glFramebufferTextureFaceARB) \ USE_GL_FUNC(glFramebufferTextureLayerARB) \ USE_GL_FUNC(glProgramParameteriARB) \ /* GL_ARB_instanced_arrays */ \ USE_GL_FUNC(glVertexAttribDivisorARB) \ /* GL_ARB_map_buffer_range */ \ USE_GL_FUNC(glFlushMappedBufferRange) \ USE_GL_FUNC(glMapBufferRange) \ /* GL_ARB_multisample */ \ USE_GL_FUNC(glSampleCoverageARB) \ /* GL_ARB_multitexture */ \ USE_GL_FUNC(glActiveTextureARB) \ USE_GL_FUNC(glClientActiveTextureARB) \ USE_GL_FUNC(glMultiTexCoord1fARB) \ USE_GL_FUNC(glMultiTexCoord1fvARB) \ USE_GL_FUNC(glMultiTexCoord2fARB) \ USE_GL_FUNC(glMultiTexCoord2fvARB) \ USE_GL_FUNC(glMultiTexCoord2svARB) \ USE_GL_FUNC(glMultiTexCoord3fARB) \ USE_GL_FUNC(glMultiTexCoord3fvARB) \ USE_GL_FUNC(glMultiTexCoord4fARB) \ USE_GL_FUNC(glMultiTexCoord4fvARB) \ USE_GL_FUNC(glMultiTexCoord4svARB) \ /* GL_ARB_occlusion_query */ \ USE_GL_FUNC(glBeginQueryARB) \ USE_GL_FUNC(glDeleteQueriesARB) \ USE_GL_FUNC(glEndQueryARB) \ USE_GL_FUNC(glGenQueriesARB) \ USE_GL_FUNC(glGetQueryObjectivARB) \ USE_GL_FUNC(glGetQueryObjectuivARB) \ /* GL_ARB_point_parameters */ \ USE_GL_FUNC(glPointParameterfARB) \ USE_GL_FUNC(glPointParameterfvARB) \ /* GL_ARB_provoking_vertex */ \ USE_GL_FUNC(glProvokingVertex) \ /* GL_ARB_shader_objects */ \ USE_GL_FUNC(glAttachObjectARB) \ USE_GL_FUNC(glBindAttribLocationARB) \ USE_GL_FUNC(glCompileShaderARB) \ USE_GL_FUNC(glCreateProgramObjectARB) \ USE_GL_FUNC(glCreateShaderObjectARB) \ USE_GL_FUNC(glDeleteObjectARB) \ USE_GL_FUNC(glDetachObjectARB) \ USE_GL_FUNC(glGetActiveUniformARB) \ USE_GL_FUNC(glGetAttachedObjectsARB) \ USE_GL_FUNC(glGetAttribLocationARB) \ USE_GL_FUNC(glGetHandleARB) \ USE_GL_FUNC(glGetInfoLogARB) \ USE_GL_FUNC(glGetObjectParameterfvARB) \ USE_GL_FUNC(glGetObjectParameterivARB) \ USE_GL_FUNC(glGetShaderSourceARB) \ USE_GL_FUNC(glGetUniformLocationARB) \ USE_GL_FUNC(glGetUniformfvARB) \ USE_GL_FUNC(glGetUniformivARB) \ USE_GL_FUNC(glLinkProgramARB) \ USE_GL_FUNC(glShaderSourceARB) \ USE_GL_FUNC(glUniform1fARB) \ USE_GL_FUNC(glUniform1fvARB) \ USE_GL_FUNC(glUniform1iARB) \ USE_GL_FUNC(glUniform1ivARB) \ USE_GL_FUNC(glUniform2fARB) \ USE_GL_FUNC(glUniform2fvARB) \ USE_GL_FUNC(glUniform2iARB) \ USE_GL_FUNC(glUniform2ivARB) \ USE_GL_FUNC(glUniform3fARB) \ USE_GL_FUNC(glUniform3fvARB) \ USE_GL_FUNC(glUniform3iARB) \ USE_GL_FUNC(glUniform3ivARB) \ USE_GL_FUNC(glUniform4fARB) \ USE_GL_FUNC(glUniform4fvARB) \ USE_GL_FUNC(glUniform4iARB) \ USE_GL_FUNC(glUniform4ivARB) \ USE_GL_FUNC(glUniformMatrix2fvARB) \ USE_GL_FUNC(glUniformMatrix3fvARB) \ USE_GL_FUNC(glUniformMatrix4fvARB) \ USE_GL_FUNC(glUseProgramObjectARB) \ USE_GL_FUNC(glValidateProgramARB) \ /* GL_ARB_sync */ \ USE_GL_FUNC(glClientWaitSync) \ USE_GL_FUNC(glDeleteSync) \ USE_GL_FUNC(glFenceSync) \ USE_GL_FUNC(glGetInteger64v) \ USE_GL_FUNC(glGetSynciv) \ USE_GL_FUNC(glIsSync) \ USE_GL_FUNC(glWaitSync) \ /* GL_ARB_texture_compression */ \ USE_GL_FUNC(glCompressedTexImage2DARB) \ USE_GL_FUNC(glCompressedTexImage3DARB) \ USE_GL_FUNC(glCompressedTexSubImage2DARB) \ USE_GL_FUNC(glCompressedTexSubImage3DARB) \ USE_GL_FUNC(glGetCompressedTexImageARB) \ /* GL_ARB_vertex_blend */ \ USE_GL_FUNC(glVertexBlendARB) \ USE_GL_FUNC(glWeightPointerARB) \ USE_GL_FUNC(glWeightbvARB) \ USE_GL_FUNC(glWeightdvARB) \ USE_GL_FUNC(glWeightfvARB) \ USE_GL_FUNC(glWeightivARB) \ USE_GL_FUNC(glWeightsvARB) \ USE_GL_FUNC(glWeightubvARB) \ USE_GL_FUNC(glWeightuivARB) \ USE_GL_FUNC(glWeightusvARB) \ /* GL_ARB_vertex_buffer_object */ \ USE_GL_FUNC(glBindBufferARB) \ USE_GL_FUNC(glBufferDataARB) \ USE_GL_FUNC(glBufferSubDataARB) \ USE_GL_FUNC(glDeleteBuffersARB) \ USE_GL_FUNC(glGenBuffersARB) \ USE_GL_FUNC(glGetBufferParameterivARB) \ USE_GL_FUNC(glGetBufferPointervARB) \ USE_GL_FUNC(glGetBufferSubDataARB) \ USE_GL_FUNC(glIsBufferARB) \ USE_GL_FUNC(glMapBufferARB) \ USE_GL_FUNC(glUnmapBufferARB) \ /* GL_ARB_vertex_program */ \ USE_GL_FUNC(glBindProgramARB) \ USE_GL_FUNC(glDeleteProgramsARB) \ USE_GL_FUNC(glDisableVertexAttribArrayARB) \ USE_GL_FUNC(glEnableVertexAttribArrayARB) \ USE_GL_FUNC(glGenProgramsARB) \ USE_GL_FUNC(glGetProgramivARB) \ USE_GL_FUNC(glProgramEnvParameter4fvARB) \ USE_GL_FUNC(glProgramLocalParameter4fvARB) \ USE_GL_FUNC(glProgramStringARB) \ USE_GL_FUNC(glVertexAttrib1dARB) \ USE_GL_FUNC(glVertexAttrib1dvARB) \ USE_GL_FUNC(glVertexAttrib1fARB) \ USE_GL_FUNC(glVertexAttrib1fvARB) \ USE_GL_FUNC(glVertexAttrib1sARB) \ USE_GL_FUNC(glVertexAttrib1svARB) \ USE_GL_FUNC(glVertexAttrib2dARB) \ USE_GL_FUNC(glVertexAttrib2dvARB) \ USE_GL_FUNC(glVertexAttrib2fARB) \ USE_GL_FUNC(glVertexAttrib2fvARB) \ USE_GL_FUNC(glVertexAttrib2sARB) \ USE_GL_FUNC(glVertexAttrib2svARB) \ USE_GL_FUNC(glVertexAttrib3dARB) \ USE_GL_FUNC(glVertexAttrib3dvARB) \ USE_GL_FUNC(glVertexAttrib3fARB) \ USE_GL_FUNC(glVertexAttrib3fvARB) \ USE_GL_FUNC(glVertexAttrib3sARB) \ USE_GL_FUNC(glVertexAttrib3svARB) \ USE_GL_FUNC(glVertexAttrib4NbvARB) \ USE_GL_FUNC(glVertexAttrib4NivARB) \ USE_GL_FUNC(glVertexAttrib4NsvARB) \ USE_GL_FUNC(glVertexAttrib4NubARB) \ USE_GL_FUNC(glVertexAttrib4NubvARB) \ USE_GL_FUNC(glVertexAttrib4NuivARB) \ USE_GL_FUNC(glVertexAttrib4NusvARB) \ USE_GL_FUNC(glVertexAttrib4bvARB) \ USE_GL_FUNC(glVertexAttrib4dARB) \ USE_GL_FUNC(glVertexAttrib4dvARB) \ USE_GL_FUNC(glVertexAttrib4fARB) \ USE_GL_FUNC(glVertexAttrib4fvARB) \ USE_GL_FUNC(glVertexAttrib4ivARB) \ USE_GL_FUNC(glVertexAttrib4sARB) \ USE_GL_FUNC(glVertexAttrib4svARB) \ USE_GL_FUNC(glVertexAttrib4ubvARB) \ USE_GL_FUNC(glVertexAttrib4uivARB) \ USE_GL_FUNC(glVertexAttrib4usvARB) \ USE_GL_FUNC(glVertexAttribPointerARB) \ /* GL_ATI_fragment_shader */ \ USE_GL_FUNC(glAlphaFragmentOp1ATI) \ USE_GL_FUNC(glAlphaFragmentOp2ATI) \ USE_GL_FUNC(glAlphaFragmentOp3ATI) \ USE_GL_FUNC(glBeginFragmentShaderATI) \ USE_GL_FUNC(glBindFragmentShaderATI) \ USE_GL_FUNC(glColorFragmentOp1ATI) \ USE_GL_FUNC(glColorFragmentOp2ATI) \ USE_GL_FUNC(glColorFragmentOp3ATI) \ USE_GL_FUNC(glDeleteFragmentShaderATI) \ USE_GL_FUNC(glEndFragmentShaderATI) \ USE_GL_FUNC(glGenFragmentShadersATI) \ USE_GL_FUNC(glPassTexCoordATI) \ USE_GL_FUNC(glSampleMapATI) \ USE_GL_FUNC(glSetFragmentShaderConstantATI) \ /* GL_ATI_separate_stencil */ \ USE_GL_FUNC(glStencilOpSeparateATI) \ USE_GL_FUNC(glStencilFuncSeparateATI) \ /* GL_EXT_blend_color */ \ USE_GL_FUNC(glBlendColorEXT) \ /* GL_EXT_blend_equation_separate */ \ USE_GL_FUNC(glBlendFuncSeparateEXT) \ /* GL_EXT_blend_func_separate */ \ USE_GL_FUNC(glBlendEquationSeparateEXT) \ /* GL_EXT_blend_minmax */ \ USE_GL_FUNC(glBlendEquationEXT) \ /* GL_EXT_depth_bounds_test */ \ USE_GL_FUNC(glDepthBoundsEXT) \ /* GL_EXT_draw_buffers2 */ \ USE_GL_FUNC(glColorMaskIndexedEXT) \ USE_GL_FUNC(glDisableIndexedEXT) \ USE_GL_FUNC(glEnableIndexedEXT) \ USE_GL_FUNC(glGetBooleanIndexedvEXT) \ USE_GL_FUNC(glGetIntegerIndexedvEXT) \ USE_GL_FUNC(glIsEnabledIndexedEXT) \ /* GL_EXT_fog_coord */ \ USE_GL_FUNC(glFogCoordPointerEXT) \ USE_GL_FUNC(glFogCoorddEXT) \ USE_GL_FUNC(glFogCoorddvEXT) \ USE_GL_FUNC(glFogCoordfEXT) \ USE_GL_FUNC(glFogCoordfvEXT) \ /* GL_EXT_framebuffer_blit */ \ USE_GL_FUNC(glBlitFramebufferEXT) \ /* GL_EXT_framebuffer_multisample */ \ USE_GL_FUNC(glRenderbufferStorageMultisampleEXT) \ /* GL_EXT_framebuffer_object */ \ USE_GL_FUNC(glBindFramebufferEXT) \ USE_GL_FUNC(glBindRenderbufferEXT) \ USE_GL_FUNC(glCheckFramebufferStatusEXT) \ USE_GL_FUNC(glDeleteFramebuffersEXT) \ USE_GL_FUNC(glDeleteRenderbuffersEXT) \ USE_GL_FUNC(glFramebufferRenderbufferEXT) \ USE_GL_FUNC(glFramebufferTexture1DEXT) \ USE_GL_FUNC(glFramebufferTexture2DEXT) \ USE_GL_FUNC(glFramebufferTexture3DEXT) \ USE_GL_FUNC(glGenFramebuffersEXT) \ USE_GL_FUNC(glGenRenderbuffersEXT) \ USE_GL_FUNC(glGenerateMipmapEXT) \ USE_GL_FUNC(glGetFramebufferAttachmentParameterivEXT) \ USE_GL_FUNC(glGetRenderbufferParameterivEXT) \ USE_GL_FUNC(glIsFramebufferEXT) \ USE_GL_FUNC(glIsRenderbufferEXT) \ USE_GL_FUNC(glRenderbufferStorageEXT) \ /* GL_EXT_gpu_program_parameters */ \ USE_GL_FUNC(glProgramEnvParameters4fvEXT) \ USE_GL_FUNC(glProgramLocalParameters4fvEXT) \ /* GL_EXT_gpu_shader4 */\ USE_GL_FUNC(glBindFragDataLocationEXT) \ USE_GL_FUNC(glGetFragDataLocationEXT) \ USE_GL_FUNC(glGetUniformuivEXT) \ USE_GL_FUNC(glGetVertexAttribIivEXT) \ USE_GL_FUNC(glGetVertexAttribIuivEXT) \ USE_GL_FUNC(glUniform1uiEXT) \ USE_GL_FUNC(glUniform1uivEXT) \ USE_GL_FUNC(glUniform2uiEXT) \ USE_GL_FUNC(glUniform2uivEXT) \ USE_GL_FUNC(glUniform3uiEXT) \ USE_GL_FUNC(glUniform3uivEXT) \ USE_GL_FUNC(glUniform4uiEXT) \ USE_GL_FUNC(glUniform4uivEXT) \ USE_GL_FUNC(glVertexAttribI1iEXT) \ USE_GL_FUNC(glVertexAttribI1ivEXT) \ USE_GL_FUNC(glVertexAttribI1uiEXT) \ USE_GL_FUNC(glVertexAttribI1uivEXT) \ USE_GL_FUNC(glVertexAttribI2iEXT) \ USE_GL_FUNC(glVertexAttribI2ivEXT) \ USE_GL_FUNC(glVertexAttribI2uiEXT) \ USE_GL_FUNC(glVertexAttribI2uivEXT) \ USE_GL_FUNC(glVertexAttribI3iEXT) \ USE_GL_FUNC(glVertexAttribI3ivEXT) \ USE_GL_FUNC(glVertexAttribI3uiEXT) \ USE_GL_FUNC(glVertexAttribI3uivEXT) \ USE_GL_FUNC(glVertexAttribI4bvEXT) \ USE_GL_FUNC(glVertexAttribI4iEXT) \ USE_GL_FUNC(glVertexAttribI4ivEXT) \ USE_GL_FUNC(glVertexAttribI4svEXT) \ USE_GL_FUNC(glVertexAttribI4ubvEXT) \ USE_GL_FUNC(glVertexAttribI4uiEXT) \ USE_GL_FUNC(glVertexAttribI4uivEXT) \ USE_GL_FUNC(glVertexAttribI4usvEXT) \ USE_GL_FUNC(glVertexAttribIPointerEXT) \ /* GL_EXT_paletted_texture */ \ USE_GL_FUNC(glColorTableEXT) \ /* GL_EXT_point_parameters */ \ USE_GL_FUNC(glPointParameterfEXT) \ USE_GL_FUNC(glPointParameterfvEXT) \ /* GL_EXT_provoking_vertex */ \ USE_GL_FUNC(glProvokingVertexEXT) \ /* GL_EXT_secondary_color */ \ USE_GL_FUNC(glSecondaryColor3fEXT) \ USE_GL_FUNC(glSecondaryColor3fvEXT) \ USE_GL_FUNC(glSecondaryColor3ubEXT) \ USE_GL_FUNC(glSecondaryColor3ubvEXT) \ USE_GL_FUNC(glSecondaryColorPointerEXT) \ /* GL_EXT_stencil_two_side */ \ USE_GL_FUNC(glActiveStencilFaceEXT) \ /* GL_EXT_texture3D */ \ USE_GL_FUNC(glTexImage3D) \ USE_GL_FUNC(glTexImage3DEXT) \ USE_GL_FUNC(glTexSubImage3D) \ USE_GL_FUNC(glTexSubImage3DEXT) \ /* GL_NV_fence */ \ USE_GL_FUNC(glDeleteFencesNV) \ USE_GL_FUNC(glFinishFenceNV) \ USE_GL_FUNC(glGenFencesNV) \ USE_GL_FUNC(glGetFenceivNV) \ USE_GL_FUNC(glIsFenceNV) \ USE_GL_FUNC(glSetFenceNV) \ USE_GL_FUNC(glTestFenceNV) \ /* GL_NV_half_float */ \ USE_GL_FUNC(glColor3hNV) \ USE_GL_FUNC(glColor3hvNV) \ USE_GL_FUNC(glColor4hNV) \ USE_GL_FUNC(glColor4hvNV) \ USE_GL_FUNC(glFogCoordhNV) \ USE_GL_FUNC(glFogCoordhvNV) \ USE_GL_FUNC(glMultiTexCoord1hNV) \ USE_GL_FUNC(glMultiTexCoord1hvNV) \ USE_GL_FUNC(glMultiTexCoord2hNV) \ USE_GL_FUNC(glMultiTexCoord2hvNV) \ USE_GL_FUNC(glMultiTexCoord3hNV) \ USE_GL_FUNC(glMultiTexCoord3hvNV) \ USE_GL_FUNC(glMultiTexCoord4hNV) \ USE_GL_FUNC(glMultiTexCoord4hvNV) \ USE_GL_FUNC(glNormal3hNV) \ USE_GL_FUNC(glNormal3hvNV) \ USE_GL_FUNC(glSecondaryColor3hNV) \ USE_GL_FUNC(glSecondaryColor3hvNV) \ USE_GL_FUNC(glTexCoord1hNV) \ USE_GL_FUNC(glTexCoord1hvNV) \ USE_GL_FUNC(glTexCoord2hNV) \ USE_GL_FUNC(glTexCoord2hvNV) \ USE_GL_FUNC(glTexCoord3hNV) \ USE_GL_FUNC(glTexCoord3hvNV) \ USE_GL_FUNC(glTexCoord4hNV) \ USE_GL_FUNC(glTexCoord4hvNV) \ USE_GL_FUNC(glVertex2hNV) \ USE_GL_FUNC(glVertex2hvNV) \ USE_GL_FUNC(glVertex3hNV) \ USE_GL_FUNC(glVertex3hvNV) \ USE_GL_FUNC(glVertex4hNV) \ USE_GL_FUNC(glVertex4hvNV) \ USE_GL_FUNC(glVertexAttrib1hNV) \ USE_GL_FUNC(glVertexAttrib1hvNV) \ USE_GL_FUNC(glVertexAttrib2hNV) \ USE_GL_FUNC(glVertexAttrib2hvNV) \ USE_GL_FUNC(glVertexAttrib3hNV) \ USE_GL_FUNC(glVertexAttrib3hvNV) \ USE_GL_FUNC(glVertexAttrib4hNV) \ USE_GL_FUNC(glVertexAttrib4hvNV) \ USE_GL_FUNC(glVertexAttribs1hvNV) \ USE_GL_FUNC(glVertexAttribs2hvNV) \ USE_GL_FUNC(glVertexAttribs3hvNV) \ USE_GL_FUNC(glVertexAttribs4hvNV) \ USE_GL_FUNC(glVertexWeighthNV) \ USE_GL_FUNC(glVertexWeighthvNV) \ /* GL_NV_point_sprite */ \ USE_GL_FUNC(glPointParameteri) \ USE_GL_FUNC(glPointParameteriNV) \ USE_GL_FUNC(glPointParameteriv) \ USE_GL_FUNC(glPointParameterivNV) \ /* GL_NV_register_combiners */ \ USE_GL_FUNC(glCombinerInputNV) \ USE_GL_FUNC(glCombinerOutputNV) \ USE_GL_FUNC(glCombinerParameterfNV) \ USE_GL_FUNC(glCombinerParameterfvNV) \ USE_GL_FUNC(glCombinerParameteriNV) \ USE_GL_FUNC(glCombinerParameterivNV) \ USE_GL_FUNC(glFinalCombinerInputNV) \ /* WGL extensions */ \ USE_GL_FUNC(wglChoosePixelFormatARB) \ USE_GL_FUNC(wglGetExtensionsStringARB) \ USE_GL_FUNC(wglGetPixelFormatAttribfvARB) \ USE_GL_FUNC(wglGetPixelFormatAttribivARB) \ USE_GL_FUNC(wglSetPixelFormatWINE) \ USE_GL_FUNC(wglSwapIntervalEXT) #endif /* __WINE_WINED3D_GL */