606 lines
21 KiB
C
606 lines
21 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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#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_CLIENT_STORAGE,
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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_CLAMP,
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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_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_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_SHADER_BIT_ENCODING,
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ARB_SHADER_OBJECTS,
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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_ADD,
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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_RECTANGLE,
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ARB_TEXTURE_RG,
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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_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_ADD,
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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_LOD_BIAS,
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EXT_TEXTURE_MIRROR_CLAMP,
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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_DEPTH_CLAMP,
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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_NORMALIZED_TEXRECT,
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WINED3D_GL_VERSION_2_0,
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WINED3D_GL_EXT_COUNT,
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};
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#include "wine/wglext.h"
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#define GL_EXT_FUNCS_GEN \
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/* GL_APPLE_fence */ \
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USE_GL_FUNC(glDeleteFencesAPPLE) \
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USE_GL_FUNC(glFinishFenceAPPLE) \
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USE_GL_FUNC(glFinishObjectAPPLE) \
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USE_GL_FUNC(glGenFencesAPPLE) \
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USE_GL_FUNC(glIsFenceAPPLE) \
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USE_GL_FUNC(glSetFenceAPPLE) \
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USE_GL_FUNC(glTestFenceAPPLE) \
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USE_GL_FUNC(glTestObjectAPPLE) \
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/* GL_APPLE_flush_buffer_range */ \
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USE_GL_FUNC(glBufferParameteriAPPLE) \
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USE_GL_FUNC(glFlushMappedBufferRangeAPPLE) \
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/* GL_ARB_blend_func_extended */ \
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USE_GL_FUNC(glBindFragDataLocationIndexed) \
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USE_GL_FUNC(glGetFragDataIndex) \
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/* GL_ARB_color_buffer_float */ \
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USE_GL_FUNC(glClampColorARB) \
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/* GL_ARB_debug_output */ \
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USE_GL_FUNC(glDebugMessageCallbackARB) \
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USE_GL_FUNC(glDebugMessageControlARB) \
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USE_GL_FUNC(glDebugMessageInsertARB) \
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USE_GL_FUNC(glGetDebugMessageLogARB) \
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/* GL_ARB_draw_buffers */ \
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USE_GL_FUNC(glDrawBuffersARB) \
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/* GL_ARB_draw_elements_base_vertex */ \
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USE_GL_FUNC(glDrawElementsBaseVertex) \
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USE_GL_FUNC(glDrawElementsInstancedBaseVertex) \
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USE_GL_FUNC(glDrawRangeElementsBaseVertex) \
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USE_GL_FUNC(glMultiDrawElementsBaseVertex) \
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/* GL_ARB_draw_instanced */ \
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USE_GL_FUNC(glDrawArraysInstancedARB) \
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USE_GL_FUNC(glDrawElementsInstancedARB) \
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/* GL_ARB_framebuffer_object */ \
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USE_GL_FUNC(glBindFramebuffer) \
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USE_GL_FUNC(glBindRenderbuffer) \
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USE_GL_FUNC(glBlitFramebuffer) \
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USE_GL_FUNC(glCheckFramebufferStatus) \
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USE_GL_FUNC(glDeleteFramebuffers) \
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USE_GL_FUNC(glDeleteRenderbuffers) \
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USE_GL_FUNC(glFramebufferRenderbuffer) \
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USE_GL_FUNC(glFramebufferTexture1D) \
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USE_GL_FUNC(glFramebufferTexture2D) \
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USE_GL_FUNC(glFramebufferTexture3D) \
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USE_GL_FUNC(glFramebufferTextureLayer) \
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USE_GL_FUNC(glGenFramebuffers) \
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USE_GL_FUNC(glGenRenderbuffers) \
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USE_GL_FUNC(glGenerateMipmap) \
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USE_GL_FUNC(glGetFramebufferAttachmentParameteriv) \
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USE_GL_FUNC(glGetRenderbufferParameteriv) \
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USE_GL_FUNC(glIsFramebuffer) \
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USE_GL_FUNC(glIsRenderbuffer) \
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USE_GL_FUNC(glRenderbufferStorage) \
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USE_GL_FUNC(glRenderbufferStorageMultisample) \
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/* GL_ARB_geometry_shader4 */ \
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USE_GL_FUNC(glFramebufferTextureARB) \
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USE_GL_FUNC(glFramebufferTextureFaceARB) \
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USE_GL_FUNC(glFramebufferTextureLayerARB) \
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USE_GL_FUNC(glProgramParameteriARB) \
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/* GL_ARB_instanced_arrays */ \
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USE_GL_FUNC(glVertexAttribDivisorARB) \
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/* GL_ARB_internalformat_query */ \
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USE_GL_FUNC(glGetInternalformativ) \
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/* GL_ARB_internalformat_query2 */ \
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USE_GL_FUNC(glGetInternalformati64v) \
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/* GL_ARB_map_buffer_range */ \
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USE_GL_FUNC(glFlushMappedBufferRange) \
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USE_GL_FUNC(glMapBufferRange) \
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/* GL_ARB_multisample */ \
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USE_GL_FUNC(glSampleCoverageARB) \
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/* GL_ARB_multitexture */ \
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USE_GL_FUNC(glActiveTextureARB) \
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USE_GL_FUNC(glClientActiveTextureARB) \
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USE_GL_FUNC(glMultiTexCoord1fARB) \
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USE_GL_FUNC(glMultiTexCoord1fvARB) \
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USE_GL_FUNC(glMultiTexCoord2fARB) \
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USE_GL_FUNC(glMultiTexCoord2fvARB) \
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USE_GL_FUNC(glMultiTexCoord2svARB) \
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USE_GL_FUNC(glMultiTexCoord3fARB) \
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USE_GL_FUNC(glMultiTexCoord3fvARB) \
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USE_GL_FUNC(glMultiTexCoord4fARB) \
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USE_GL_FUNC(glMultiTexCoord4fvARB) \
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USE_GL_FUNC(glMultiTexCoord4svARB) \
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/* GL_ARB_occlusion_query */ \
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USE_GL_FUNC(glBeginQueryARB) \
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USE_GL_FUNC(glDeleteQueriesARB) \
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USE_GL_FUNC(glEndQueryARB) \
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USE_GL_FUNC(glGenQueriesARB) \
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USE_GL_FUNC(glGetQueryivARB) \
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USE_GL_FUNC(glGetQueryObjectivARB) \
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USE_GL_FUNC(glGetQueryObjectuivARB) \
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USE_GL_FUNC(glIsQueryARB) \
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/* GL_ARB_point_parameters */ \
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USE_GL_FUNC(glPointParameterfARB) \
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USE_GL_FUNC(glPointParameterfvARB) \
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/* GL_ARB_provoking_vertex */ \
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USE_GL_FUNC(glProvokingVertex) \
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/* GL_ARB_shader_objects */ \
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USE_GL_FUNC(glAttachObjectARB) \
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USE_GL_FUNC(glBindAttribLocationARB) \
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USE_GL_FUNC(glCompileShaderARB) \
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USE_GL_FUNC(glCreateProgramObjectARB) \
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USE_GL_FUNC(glCreateShaderObjectARB) \
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USE_GL_FUNC(glDeleteObjectARB) \
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USE_GL_FUNC(glDetachObjectARB) \
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USE_GL_FUNC(glGetActiveUniformARB) \
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USE_GL_FUNC(glGetAttachedObjectsARB) \
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USE_GL_FUNC(glGetAttribLocationARB) \
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USE_GL_FUNC(glGetHandleARB) \
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USE_GL_FUNC(glGetInfoLogARB) \
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USE_GL_FUNC(glGetObjectParameterfvARB) \
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USE_GL_FUNC(glGetObjectParameterivARB) \
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USE_GL_FUNC(glGetShaderSourceARB) \
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USE_GL_FUNC(glGetUniformLocationARB) \
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USE_GL_FUNC(glGetUniformfvARB) \
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USE_GL_FUNC(glGetUniformivARB) \
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USE_GL_FUNC(glLinkProgramARB) \
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USE_GL_FUNC(glShaderSourceARB) \
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USE_GL_FUNC(glUniform1fARB) \
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USE_GL_FUNC(glUniform1fvARB) \
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USE_GL_FUNC(glUniform1iARB) \
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USE_GL_FUNC(glUniform1ivARB) \
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USE_GL_FUNC(glUniform2fARB) \
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USE_GL_FUNC(glUniform2fvARB) \
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USE_GL_FUNC(glUniform2iARB) \
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USE_GL_FUNC(glUniform2ivARB) \
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USE_GL_FUNC(glUniform3fARB) \
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USE_GL_FUNC(glUniform3fvARB) \
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USE_GL_FUNC(glUniform3iARB) \
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USE_GL_FUNC(glUniform3ivARB) \
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USE_GL_FUNC(glUniform4fARB) \
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USE_GL_FUNC(glUniform4fvARB) \
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USE_GL_FUNC(glUniform4iARB) \
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USE_GL_FUNC(glUniform4ivARB) \
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USE_GL_FUNC(glUniformMatrix2fvARB) \
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USE_GL_FUNC(glUniformMatrix3fvARB) \
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USE_GL_FUNC(glUniformMatrix4fvARB) \
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USE_GL_FUNC(glUseProgramObjectARB) \
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USE_GL_FUNC(glValidateProgramARB) \
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/* GL_ARB_sync */ \
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USE_GL_FUNC(glClientWaitSync) \
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USE_GL_FUNC(glDeleteSync) \
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USE_GL_FUNC(glFenceSync) \
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USE_GL_FUNC(glGetInteger64v) \
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USE_GL_FUNC(glGetSynciv) \
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USE_GL_FUNC(glIsSync) \
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USE_GL_FUNC(glWaitSync) \
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/* GL_ARB_texture_compression */ \
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USE_GL_FUNC(glCompressedTexImage2DARB) \
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USE_GL_FUNC(glCompressedTexImage3DARB) \
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USE_GL_FUNC(glCompressedTexSubImage2DARB) \
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USE_GL_FUNC(glCompressedTexSubImage3DARB) \
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USE_GL_FUNC(glGetCompressedTexImageARB) \
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/* GL_ARB_timer_query */ \
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USE_GL_FUNC(glQueryCounter) \
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USE_GL_FUNC(glGetQueryObjectui64v) \
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/* GL_ARB_uniform_buffer_object */ \
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USE_GL_FUNC(glBindBufferBase) \
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USE_GL_FUNC(glBindBufferRange) \
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USE_GL_FUNC(glGetActiveUniformBlockName) \
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USE_GL_FUNC(glGetActiveUniformBlockiv) \
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USE_GL_FUNC(glGetActiveUniformName) \
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USE_GL_FUNC(glGetActiveUniformsiv) \
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USE_GL_FUNC(glGetIntegeri_v) \
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USE_GL_FUNC(glGetUniformBlockIndex) \
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USE_GL_FUNC(glGetUniformIndices) \
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USE_GL_FUNC(glUniformBlockBinding) \
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/* GL_ARB_vertex_blend */ \
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USE_GL_FUNC(glVertexBlendARB) \
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USE_GL_FUNC(glWeightPointerARB) \
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USE_GL_FUNC(glWeightbvARB) \
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USE_GL_FUNC(glWeightdvARB) \
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USE_GL_FUNC(glWeightfvARB) \
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USE_GL_FUNC(glWeightivARB) \
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USE_GL_FUNC(glWeightsvARB) \
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USE_GL_FUNC(glWeightubvARB) \
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USE_GL_FUNC(glWeightuivARB) \
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USE_GL_FUNC(glWeightusvARB) \
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/* GL_ARB_vertex_buffer_object */ \
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USE_GL_FUNC(glBindBufferARB) \
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USE_GL_FUNC(glBufferDataARB) \
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USE_GL_FUNC(glBufferSubDataARB) \
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USE_GL_FUNC(glDeleteBuffersARB) \
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USE_GL_FUNC(glGenBuffersARB) \
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USE_GL_FUNC(glGetBufferParameterivARB) \
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USE_GL_FUNC(glGetBufferPointervARB) \
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USE_GL_FUNC(glGetBufferSubDataARB) \
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USE_GL_FUNC(glIsBufferARB) \
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USE_GL_FUNC(glMapBufferARB) \
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USE_GL_FUNC(glUnmapBufferARB) \
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/* GL_ARB_vertex_program */ \
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USE_GL_FUNC(glBindProgramARB) \
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USE_GL_FUNC(glDeleteProgramsARB) \
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USE_GL_FUNC(glDisableVertexAttribArrayARB) \
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USE_GL_FUNC(glEnableVertexAttribArrayARB) \
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USE_GL_FUNC(glGenProgramsARB) \
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USE_GL_FUNC(glGetProgramivARB) \
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USE_GL_FUNC(glProgramEnvParameter4fvARB) \
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USE_GL_FUNC(glProgramLocalParameter4fvARB) \
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USE_GL_FUNC(glProgramStringARB) \
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USE_GL_FUNC(glVertexAttrib1dARB) \
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USE_GL_FUNC(glVertexAttrib1dvARB) \
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USE_GL_FUNC(glVertexAttrib1fARB) \
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USE_GL_FUNC(glVertexAttrib1fvARB) \
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USE_GL_FUNC(glVertexAttrib1sARB) \
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USE_GL_FUNC(glVertexAttrib1svARB) \
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USE_GL_FUNC(glVertexAttrib2dARB) \
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USE_GL_FUNC(glVertexAttrib2dvARB) \
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USE_GL_FUNC(glVertexAttrib2fARB) \
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USE_GL_FUNC(glVertexAttrib2fvARB) \
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USE_GL_FUNC(glVertexAttrib2sARB) \
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USE_GL_FUNC(glVertexAttrib2svARB) \
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USE_GL_FUNC(glVertexAttrib3dARB) \
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USE_GL_FUNC(glVertexAttrib3dvARB) \
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USE_GL_FUNC(glVertexAttrib3fARB) \
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USE_GL_FUNC(glVertexAttrib3fvARB) \
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USE_GL_FUNC(glVertexAttrib3sARB) \
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USE_GL_FUNC(glVertexAttrib3svARB) \
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USE_GL_FUNC(glVertexAttrib4NbvARB) \
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USE_GL_FUNC(glVertexAttrib4NivARB) \
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USE_GL_FUNC(glVertexAttrib4NsvARB) \
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USE_GL_FUNC(glVertexAttrib4NubARB) \
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USE_GL_FUNC(glVertexAttrib4NubvARB) \
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USE_GL_FUNC(glVertexAttrib4NuivARB) \
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USE_GL_FUNC(glVertexAttrib4NusvARB) \
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USE_GL_FUNC(glVertexAttrib4bvARB) \
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USE_GL_FUNC(glVertexAttrib4dARB) \
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USE_GL_FUNC(glVertexAttrib4dvARB) \
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USE_GL_FUNC(glVertexAttrib4fARB) \
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USE_GL_FUNC(glVertexAttrib4fvARB) \
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USE_GL_FUNC(glVertexAttrib4ivARB) \
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USE_GL_FUNC(glVertexAttrib4sARB) \
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USE_GL_FUNC(glVertexAttrib4svARB) \
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USE_GL_FUNC(glVertexAttrib4ubvARB) \
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USE_GL_FUNC(glVertexAttrib4uivARB) \
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USE_GL_FUNC(glVertexAttrib4usvARB) \
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USE_GL_FUNC(glVertexAttribPointerARB) \
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/* GL_ATI_fragment_shader */ \
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USE_GL_FUNC(glAlphaFragmentOp1ATI) \
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USE_GL_FUNC(glAlphaFragmentOp2ATI) \
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USE_GL_FUNC(glAlphaFragmentOp3ATI) \
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USE_GL_FUNC(glBeginFragmentShaderATI) \
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USE_GL_FUNC(glBindFragmentShaderATI) \
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USE_GL_FUNC(glColorFragmentOp1ATI) \
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USE_GL_FUNC(glColorFragmentOp2ATI) \
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USE_GL_FUNC(glColorFragmentOp3ATI) \
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USE_GL_FUNC(glDeleteFragmentShaderATI) \
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USE_GL_FUNC(glEndFragmentShaderATI) \
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USE_GL_FUNC(glGenFragmentShadersATI) \
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USE_GL_FUNC(glPassTexCoordATI) \
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USE_GL_FUNC(glSampleMapATI) \
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USE_GL_FUNC(glSetFragmentShaderConstantATI) \
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|
/* GL_ATI_separate_stencil */ \
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USE_GL_FUNC(glStencilOpSeparateATI) \
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USE_GL_FUNC(glStencilFuncSeparateATI) \
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|
/* GL_EXT_blend_color */ \
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|
USE_GL_FUNC(glBlendColorEXT) \
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|
/* GL_EXT_blend_equation_separate */ \
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USE_GL_FUNC(glBlendFuncSeparateEXT) \
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|
/* GL_EXT_blend_func_separate */ \
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USE_GL_FUNC(glBlendEquationSeparateEXT) \
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|
/* GL_EXT_blend_minmax */ \
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USE_GL_FUNC(glBlendEquationEXT) \
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|
/* GL_EXT_depth_bounds_test */ \
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USE_GL_FUNC(glDepthBoundsEXT) \
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|
/* GL_EXT_draw_buffers2 */ \
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USE_GL_FUNC(glColorMaskIndexedEXT) \
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|
USE_GL_FUNC(glDisableIndexedEXT) \
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|
USE_GL_FUNC(glEnableIndexedEXT) \
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|
USE_GL_FUNC(glGetBooleanIndexedvEXT) \
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|
USE_GL_FUNC(glGetIntegerIndexedvEXT) \
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|
USE_GL_FUNC(glIsEnabledIndexedEXT) \
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|
/* GL_EXT_fog_coord */ \
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|
USE_GL_FUNC(glFogCoordPointerEXT) \
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|
USE_GL_FUNC(glFogCoorddEXT) \
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|
USE_GL_FUNC(glFogCoorddvEXT) \
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|
USE_GL_FUNC(glFogCoordfEXT) \
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|
USE_GL_FUNC(glFogCoordfvEXT) \
|
|
/* GL_EXT_framebuffer_blit */ \
|
|
USE_GL_FUNC(glBlitFramebufferEXT) \
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|
/* GL_EXT_framebuffer_multisample */ \
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|
USE_GL_FUNC(glRenderbufferStorageMultisampleEXT) \
|
|
/* GL_EXT_framebuffer_object */ \
|
|
USE_GL_FUNC(glBindFramebufferEXT) \
|
|
USE_GL_FUNC(glBindRenderbufferEXT) \
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|
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 */
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