Sweden-Number/dlls/wined3d/wined3d_gl.h

606 lines
21 KiB
C

/*
* 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_BLEND_FUNC_EXTENDED,
ARB_COLOR_BUFFER_FLOAT,
ARB_DEBUG_OUTPUT,
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_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_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_MIRROR_CLAMP_TO_EDGE,
ARB_TEXTURE_NON_POWER_OF_TWO,
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_ADD,
EXT_TEXTURE_ENV_COMBINE,
EXT_TEXTURE_ENV_DOT3,
EXT_TEXTURE_FILTER_ANISOTROPIC,
EXT_TEXTURE_LOD_BIAS,
EXT_TEXTURE_MIRROR_CLAMP,
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_blend_func_extended */ \
USE_GL_FUNC(glBindFragDataLocationIndexed) \
USE_GL_FUNC(glGetFragDataIndex) \
/* GL_ARB_color_buffer_float */ \
USE_GL_FUNC(glClampColorARB) \
/* GL_ARB_debug_output */ \
USE_GL_FUNC(glDebugMessageCallbackARB) \
USE_GL_FUNC(glDebugMessageControlARB) \
USE_GL_FUNC(glDebugMessageInsertARB) \
USE_GL_FUNC(glGetDebugMessageLogARB) \
/* 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_internalformat_query */ \
USE_GL_FUNC(glGetInternalformativ) \
/* GL_ARB_internalformat_query2 */ \
USE_GL_FUNC(glGetInternalformati64v) \
/* 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(glGetQueryivARB) \
USE_GL_FUNC(glGetQueryObjectivARB) \
USE_GL_FUNC(glGetQueryObjectuivARB) \
USE_GL_FUNC(glIsQueryARB) \
/* 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_timer_query */ \
USE_GL_FUNC(glQueryCounter) \
USE_GL_FUNC(glGetQueryObjectui64v) \
/* GL_ARB_uniform_buffer_object */ \
USE_GL_FUNC(glBindBufferBase) \
USE_GL_FUNC(glBindBufferRange) \
USE_GL_FUNC(glGetActiveUniformBlockName) \
USE_GL_FUNC(glGetActiveUniformBlockiv) \
USE_GL_FUNC(glGetActiveUniformName) \
USE_GL_FUNC(glGetActiveUniformsiv) \
USE_GL_FUNC(glGetIntegeri_v) \
USE_GL_FUNC(glGetUniformBlockIndex) \
USE_GL_FUNC(glGetUniformIndices) \
USE_GL_FUNC(glUniformBlockBinding) \
/* 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_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 */