177 lines
4.7 KiB
C
177 lines
4.7 KiB
C
/*
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* Direct3D wine OpenGL include file
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*
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* Copyright 2002-2003 The wine-d3d team
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* Copyright 2002-2004 Jason Edmeades
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* Raphael Junqueira
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* Copyright 2007 Roderick Colenbrander
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef __WINE_WINED3D_GL_H
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#define __WINE_WINED3D_GL_H
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#include "wine/wgl.h"
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#include "wine/wglext.h"
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#define GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI 0x8837 /* not in the gl spec */
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void (WINE_GLAPI *glDisableWINE)(GLenum cap) DECLSPEC_HIDDEN;
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void (WINE_GLAPI *glEnableWINE)(GLenum cap) DECLSPEC_HIDDEN;
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/* OpenGL extensions. */
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enum wined3d_gl_extension
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{
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WINED3D_GL_EXT_NONE,
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/* APPLE */
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APPLE_FENCE,
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APPLE_FLOAT_PIXELS,
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APPLE_FLUSH_BUFFER_RANGE,
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APPLE_YCBCR_422,
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/* ARB */
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ARB_BLEND_FUNC_EXTENDED,
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ARB_COLOR_BUFFER_FLOAT,
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ARB_DEBUG_OUTPUT,
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ARB_DEPTH_BUFFER_FLOAT,
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ARB_DEPTH_TEXTURE,
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ARB_DRAW_BUFFERS,
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ARB_DRAW_ELEMENTS_BASE_VERTEX,
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ARB_DRAW_INSTANCED,
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ARB_ES2_COMPATIBILITY,
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ARB_FRAGMENT_PROGRAM,
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ARB_FRAGMENT_SHADER,
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ARB_FRAMEBUFFER_OBJECT,
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ARB_FRAMEBUFFER_SRGB,
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ARB_GEOMETRY_SHADER4,
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ARB_HALF_FLOAT_PIXEL,
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ARB_HALF_FLOAT_VERTEX,
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ARB_INSTANCED_ARRAYS,
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ARB_INTERNALFORMAT_QUERY,
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ARB_INTERNALFORMAT_QUERY2,
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ARB_MAP_BUFFER_ALIGNMENT,
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ARB_MAP_BUFFER_RANGE,
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ARB_MULTISAMPLE,
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ARB_MULTITEXTURE,
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ARB_OCCLUSION_QUERY,
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ARB_PIXEL_BUFFER_OBJECT,
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ARB_POINT_PARAMETERS,
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ARB_POINT_SPRITE,
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ARB_PROVOKING_VERTEX,
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ARB_SAMPLER_OBJECTS,
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ARB_SHADER_BIT_ENCODING,
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ARB_SHADER_TEXTURE_LOD,
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ARB_SHADING_LANGUAGE_100,
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ARB_SHADOW,
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ARB_SYNC,
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ARB_TEXTURE_BORDER_CLAMP,
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ARB_TEXTURE_COMPRESSION,
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ARB_TEXTURE_COMPRESSION_RGTC,
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ARB_TEXTURE_CUBE_MAP,
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ARB_TEXTURE_ENV_COMBINE,
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ARB_TEXTURE_ENV_DOT3,
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ARB_TEXTURE_FLOAT,
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ARB_TEXTURE_MIRRORED_REPEAT,
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ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE,
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ARB_TEXTURE_NON_POWER_OF_TWO,
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ARB_TEXTURE_QUERY_LEVELS,
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ARB_TEXTURE_RECTANGLE,
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ARB_TEXTURE_RG,
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ARB_TEXTURE_RGB10_A2UI,
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ARB_TIMER_QUERY,
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ARB_UNIFORM_BUFFER_OBJECT,
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ARB_VERTEX_ARRAY_BGRA,
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ARB_VERTEX_BLEND,
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ARB_VERTEX_BUFFER_OBJECT,
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ARB_VERTEX_PROGRAM,
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ARB_VERTEX_SHADER,
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/* ATI */
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ATI_FRAGMENT_SHADER,
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ATI_SEPARATE_STENCIL,
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ATI_TEXTURE_COMPRESSION_3DC,
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ATI_TEXTURE_ENV_COMBINE3,
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ATI_TEXTURE_MIRROR_ONCE,
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/* EXT */
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EXT_BLEND_COLOR,
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EXT_BLEND_EQUATION_SEPARATE,
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EXT_BLEND_FUNC_SEPARATE,
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EXT_BLEND_MINMAX,
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EXT_BLEND_SUBTRACT,
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EXT_DRAW_BUFFERS2,
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EXT_DEPTH_BOUNDS_TEST,
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EXT_FOG_COORD,
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EXT_FRAMEBUFFER_BLIT,
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EXT_FRAMEBUFFER_MULTISAMPLE,
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EXT_FRAMEBUFFER_OBJECT,
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EXT_GPU_PROGRAM_PARAMETERS,
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EXT_GPU_SHADER4,
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EXT_PACKED_DEPTH_STENCIL,
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EXT_PACKED_FLOAT,
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EXT_POINT_PARAMETERS,
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EXT_PROVOKING_VERTEX,
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EXT_SECONDARY_COLOR,
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EXT_STENCIL_TWO_SIDE,
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EXT_STENCIL_WRAP,
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EXT_TEXTURE3D,
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EXT_TEXTURE_COMPRESSION_RGTC,
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EXT_TEXTURE_COMPRESSION_S3TC,
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EXT_TEXTURE_ENV_COMBINE,
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EXT_TEXTURE_ENV_DOT3,
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EXT_TEXTURE_FILTER_ANISOTROPIC,
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EXT_TEXTURE_INTEGER,
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EXT_TEXTURE_LOD_BIAS,
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EXT_TEXTURE_MIRROR_CLAMP,
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EXT_TEXTURE_SNORM,
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EXT_TEXTURE_SRGB,
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EXT_TEXTURE_SRGB_DECODE,
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EXT_VERTEX_ARRAY_BGRA,
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/* NVIDIA */
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NV_FENCE,
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NV_FOG_DISTANCE,
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NV_FRAGMENT_PROGRAM,
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NV_FRAGMENT_PROGRAM2,
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NV_FRAGMENT_PROGRAM_OPTION,
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NV_HALF_FLOAT,
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NV_LIGHT_MAX_EXPONENT,
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NV_POINT_SPRITE,
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NV_REGISTER_COMBINERS,
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NV_REGISTER_COMBINERS2,
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NV_TEXGEN_REFLECTION,
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NV_TEXTURE_ENV_COMBINE4,
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NV_TEXTURE_SHADER,
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NV_TEXTURE_SHADER2,
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NV_VERTEX_PROGRAM,
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NV_VERTEX_PROGRAM1_1,
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NV_VERTEX_PROGRAM2,
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NV_VERTEX_PROGRAM2_OPTION,
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NV_VERTEX_PROGRAM3,
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/* SGI */
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SGIS_GENERATE_MIPMAP,
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/* WGL extensions */
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WGL_ARB_PIXEL_FORMAT,
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WGL_EXT_SWAP_CONTROL,
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WGL_WINE_PIXEL_FORMAT_PASSTHROUGH,
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/* Internally used */
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WINED3D_GL_BLEND_EQUATION,
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WINED3D_GL_NORMALIZED_TEXRECT,
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WINED3D_GL_LEGACY_CONTEXT,
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WINED3D_GL_VERSION_2_0,
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WINED3D_GL_VERSION_3_2,
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WINED3D_GL_EXT_COUNT,
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};
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#endif /* __WINE_WINED3D_GL */
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