Author: greatlrd
Date: Tue Nov 27 14:15:08 2007
New Revision: 30813
URL:
http://svn.reactos.org/svn/reactos?rev=30813&view=rev
Log:
part 1/2
Updating wined3d from
winehq.org cvs/git date 27/11-2007
this update solv allot of bugs in wined3d
Modified:
trunk/reactos/include/reactos/wine/wined3d_gl.h
trunk/reactos/include/reactos/wine/wined3d_interface.h
Modified: trunk/reactos/include/reactos/wine/wined3d_gl.h
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/include/reactos/wine/wined…
==============================================================================
--- trunk/reactos/include/reactos/wine/wined3d_gl.h (original)
+++ trunk/reactos/include/reactos/wine/wined3d_gl.h Tue Nov 27 14:15:08 2007
@@ -3169,6 +3169,7 @@
ARB_VERTEX_BLEND,
ARB_VERTEX_BUFFER_OBJECT,
ARB_VERTEX_SHADER,
+ ARB_SHADER_OBJECTS,
/* EXT */
EXT_BLEND_MINMAX,
EXT_FOG_COORD,
@@ -3237,370 +3238,274 @@
#define GL_EXT_FUNCS_GEN \
/** ARB Extensions **/ \
/* GL_ARB_draw_buffers */ \
- USE_GL_FUNC(PGLFNDRAWBUFFERSARBPROC, glDrawBuffersARB); \
+ USE_GL_FUNC(PGLFNDRAWBUFFERSARBPROC, glDrawBuffersARB,
ARB_DRAW_BUFFERS, NULL );\
/* GL_ARB_imaging, GL_EXT_blend_minmax */ \
- USE_GL_FUNC(PGLFNBLENDCOLORPROC, glBlendColorEXT); \
- USE_GL_FUNC(PGLFNBLENDEQUATIONPROC, glBlendEquationEXT); \
+ USE_GL_FUNC(PGLFNBLENDCOLORPROC, glBlendColorEXT,
EXT_BLEND_MINMAX, NULL );\
+ USE_GL_FUNC(PGLFNBLENDEQUATIONPROC, glBlendEquationEXT,
EXT_BLEND_MINMAX, NULL );\
/* GL_ARB_multisample */ \
- USE_GL_FUNC(WINED3D_PFNGLSAMPLECOVERAGEARBPROC, glSampleCoverageARB); \
+ USE_GL_FUNC(WINED3D_PFNGLSAMPLECOVERAGEARBPROC, glSampleCoverageARB,
ARB_MULTISAMPLE, NULL );\
/* GL_ARB_multitexture */ \
- USE_GL_FUNC(WINED3D_PFNGLACTIVETEXTUREARBPROC, glActiveTextureARB); \
- USE_GL_FUNC(WINED3D_PFNGLCLIENTACTIVETEXTUREARBPROC, glClientActiveTextureARB); \
- USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD1FARBPROC, glMultiTexCoord1fARB); \
- USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD2FARBPROC, glMultiTexCoord2fARB); \
- USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD3FARBPROC, glMultiTexCoord3fARB); \
- USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD4FARBPROC, glMultiTexCoord4fARB); \
+ USE_GL_FUNC(WINED3D_PFNGLACTIVETEXTUREARBPROC, glActiveTextureARB,
ARB_MULTITEXTURE, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLCLIENTACTIVETEXTUREARBPROC,
glClientActiveTextureARB, ARB_MULTITEXTURE, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD1FARBPROC, glMultiTexCoord1fARB,
ARB_MULTITEXTURE, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD2FARBPROC, glMultiTexCoord2fARB,
ARB_MULTITEXTURE, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD3FARBPROC, glMultiTexCoord3fARB,
ARB_MULTITEXTURE, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD4FARBPROC, glMultiTexCoord4fARB,
ARB_MULTITEXTURE, NULL );\
/* GL_ARB_occlusion_query */ \
- USE_GL_FUNC(PGLFNGENQUERIESARBPROC, glGenQueriesARB); \
- USE_GL_FUNC(PGLFNDELETEQUERIESARBPROC, glDeleteQueriesARB); \
- USE_GL_FUNC(PGLFNBEGINQUERYARBPROC, glBeginQueryARB); \
- USE_GL_FUNC(PGLFNENDQUERYARBPROC, glEndQueryARB); \
- USE_GL_FUNC(PGLFNGETQUERYOBJECTIVARBPROC, glGetQueryObjectivARB); \
- USE_GL_FUNC(PGLFNGETQUERYOBJECTUIVARBPROC, glGetQueryObjectuivARB); \
+ USE_GL_FUNC(PGLFNGENQUERIESARBPROC, glGenQueriesARB,
ARB_OCCLUSION_QUERY, NULL );\
+ USE_GL_FUNC(PGLFNDELETEQUERIESARBPROC, glDeleteQueriesARB,
ARB_OCCLUSION_QUERY, NULL );\
+ USE_GL_FUNC(PGLFNBEGINQUERYARBPROC, glBeginQueryARB,
ARB_OCCLUSION_QUERY, NULL );\
+ USE_GL_FUNC(PGLFNENDQUERYARBPROC, glEndQueryARB,
ARB_OCCLUSION_QUERY, NULL );\
+ USE_GL_FUNC(PGLFNGETQUERYOBJECTIVARBPROC,
glGetQueryObjectivARB, ARB_OCCLUSION_QUERY, NULL );\
+ USE_GL_FUNC(PGLFNGETQUERYOBJECTUIVARBPROC,
glGetQueryObjectuivARB, ARB_OCCLUSION_QUERY, NULL );\
/* GL_ARB_point_parameters */ \
- USE_GL_FUNC(PGLFNGLPOINTPARAMETERFARBPROC, glPointParameterfARB); \
- USE_GL_FUNC(PGLFNGLPOINTPARAMETERFVARBPROC, glPointParameterfvARB); \
+ USE_GL_FUNC(PGLFNGLPOINTPARAMETERFARBPROC, glPointParameterfARB,
ARB_POINT_PARAMETERS, NULL );\
+ USE_GL_FUNC(PGLFNGLPOINTPARAMETERFVARBPROC,
glPointParameterfvARB, ARB_POINT_PARAMETERS, NULL );\
/* GL_ARB_texture_compression */ \
- USE_GL_FUNC(PGLFNCOMPRESSEDTEXIMAGE2DPROC, glCompressedTexImage2DARB); \
- USE_GL_FUNC(PGLFNCOMPRESSEDTEXIMAGE3DPROC, glCompressedTexImage3DARB); \
- USE_GL_FUNC(PGLFNCOMPRESSEDTEXSUBIMAGE2DPROC, glCompressedTexSubImage2DARB); \
- USE_GL_FUNC(PGLFNCOMPRESSEDTEXSUBIMAGE3DPROC, glCompressedTexSubImage3DARB); \
- USE_GL_FUNC(PGLFNGETCOMPRESSEDTEXIMAGEPROC, glGetCompressedTexImageARB); \
+ USE_GL_FUNC(PGLFNCOMPRESSEDTEXIMAGE2DPROC,
glCompressedTexImage2DARB, ARB_TEXTURE_COMPRESSION,NULL );\
+ USE_GL_FUNC(PGLFNCOMPRESSEDTEXIMAGE3DPROC,
glCompressedTexImage3DARB, ARB_TEXTURE_COMPRESSION,NULL );\
+ USE_GL_FUNC(PGLFNCOMPRESSEDTEXSUBIMAGE2DPROC,
glCompressedTexSubImage2DARB, ARB_TEXTURE_COMPRESSION,NULL );\
+ USE_GL_FUNC(PGLFNCOMPRESSEDTEXSUBIMAGE3DPROC,
glCompressedTexSubImage3DARB, ARB_TEXTURE_COMPRESSION,NULL );\
+ USE_GL_FUNC(PGLFNGETCOMPRESSEDTEXIMAGEPROC,
glGetCompressedTexImageARB, ARB_TEXTURE_COMPRESSION,NULL );\
/* GL_ARB_vertex_blend */ \
- USE_GL_FUNC(PGLFNGLWEIGHTPOINTERARB, glWeightPointerARB); \
- USE_GL_FUNC(PGLFNGLWEIGHTBV, glWeightbvARB); \
- USE_GL_FUNC(PGLFNGLWEIGHTSV, glWeightsvARB); \
- USE_GL_FUNC(PGLFNGLWEIGHTIV, glWeightivARB); \
- USE_GL_FUNC(PGLFNGLWEIGHTFV, glWeightfvARB); \
- USE_GL_FUNC(PGLFNGLWEIGHTDV, glWeightdvARB); \
- USE_GL_FUNC(PGLFNGLWEIGHTUBV, glWeightubvARB); \
- USE_GL_FUNC(PGLFNGLWEIGHTUSV, glWeightusvARB); \
- USE_GL_FUNC(PGLFNGLWEIGHTUIV, glWeightuivARB); \
- USE_GL_FUNC(PGLFNGLVERTEXBLENDARB, glVertexBlendARB); \
+ USE_GL_FUNC(PGLFNGLWEIGHTPOINTERARB, glWeightPointerARB,
ARB_VERTEX_BLEND, NULL );\
+ USE_GL_FUNC(PGLFNGLWEIGHTBV, glWeightbvARB,
ARB_VERTEX_BLEND, NULL );\
+ USE_GL_FUNC(PGLFNGLWEIGHTSV, glWeightsvARB,
ARB_VERTEX_BLEND, NULL );\
+ USE_GL_FUNC(PGLFNGLWEIGHTIV, glWeightivARB,
ARB_VERTEX_BLEND, NULL );\
+ USE_GL_FUNC(PGLFNGLWEIGHTFV, glWeightfvARB,
ARB_VERTEX_BLEND, NULL );\
+ USE_GL_FUNC(PGLFNGLWEIGHTDV, glWeightdvARB,
ARB_VERTEX_BLEND, NULL );\
+ USE_GL_FUNC(PGLFNGLWEIGHTUBV, glWeightubvARB,
ARB_VERTEX_BLEND, NULL );\
+ USE_GL_FUNC(PGLFNGLWEIGHTUSV, glWeightusvARB,
ARB_VERTEX_BLEND, NULL );\
+ USE_GL_FUNC(PGLFNGLWEIGHTUIV, glWeightuivARB,
ARB_VERTEX_BLEND, NULL );\
+ USE_GL_FUNC(PGLFNGLVERTEXBLENDARB, glVertexBlendARB,
ARB_VERTEX_BLEND, NULL );\
/* GL_ARB_vertex_buffer_object */ \
- USE_GL_FUNC(PGLFNBINDBUFFERARBPROC, glBindBufferARB); \
- USE_GL_FUNC(PGLFNDELETEBUFFERSARBPROC, glDeleteBuffersARB); \
- USE_GL_FUNC(PGLFNGENBUFFERSARBPROC, glGenBuffersARB); \
- USE_GL_FUNC(PGLFNISBUFFERARBPROC, glIsBufferARB); \
- USE_GL_FUNC(PGLFNBUFFERDATAARBPROC, glBufferDataARB); \
- USE_GL_FUNC(PGLFNBUFFERSUBDATAARBPROC, glBufferSubDataARB); \
- USE_GL_FUNC(PGLFNGETBUFFERSUBDATAARBPROC, glGetBufferSubDataARB); \
- USE_GL_FUNC(PGLFNMAPBUFFERARBPROC, glMapBufferARB); \
- USE_GL_FUNC(PGLFNUNMAPBUFFERARBPROC, glUnmapBufferARB); \
- USE_GL_FUNC(PGLFNGETBUFFERPARAMETERIVARBPROC, glGetBufferParameterivARB); \
- USE_GL_FUNC(PGLFNGETBUFFERPOINTERVARBPROC, glGetBufferPointervARB); \
+ USE_GL_FUNC(PGLFNBINDBUFFERARBPROC, glBindBufferARB,
ARB_VERTEX_BUFFER_OBJECT,NULL);\
+ USE_GL_FUNC(PGLFNDELETEBUFFERSARBPROC, glDeleteBuffersARB,
ARB_VERTEX_BUFFER_OBJECT,NULL);\
+ USE_GL_FUNC(PGLFNGENBUFFERSARBPROC, glGenBuffersARB,
ARB_VERTEX_BUFFER_OBJECT,NULL);\
+ USE_GL_FUNC(PGLFNISBUFFERARBPROC, glIsBufferARB,
ARB_VERTEX_BUFFER_OBJECT,NULL);\
+ USE_GL_FUNC(PGLFNBUFFERDATAARBPROC, glBufferDataARB,
ARB_VERTEX_BUFFER_OBJECT,NULL);\
+ USE_GL_FUNC(PGLFNBUFFERSUBDATAARBPROC, glBufferSubDataARB,
ARB_VERTEX_BUFFER_OBJECT,NULL);\
+ USE_GL_FUNC(PGLFNGETBUFFERSUBDATAARBPROC,
glGetBufferSubDataARB, ARB_VERTEX_BUFFER_OBJECT,NULL);\
+ USE_GL_FUNC(PGLFNMAPBUFFERARBPROC, glMapBufferARB,
ARB_VERTEX_BUFFER_OBJECT,NULL);\
+ USE_GL_FUNC(PGLFNUNMAPBUFFERARBPROC, glUnmapBufferARB,
ARB_VERTEX_BUFFER_OBJECT,NULL);\
+ USE_GL_FUNC(PGLFNGETBUFFERPARAMETERIVARBPROC,
glGetBufferParameterivARB, ARB_VERTEX_BUFFER_OBJECT,NULL);\
+ USE_GL_FUNC(PGLFNGETBUFFERPOINTERVARBPROC,
glGetBufferPointervARB, ARB_VERTEX_BUFFER_OBJECT,NULL);\
/** EXT Extensions **/ \
/* GL_EXT_fog_coord */ \
- USE_GL_FUNC(PGLFNGLFOGCOORDFEXTPROC, glFogCoordfEXT); \
- USE_GL_FUNC(PGLFNGLFOGCOORDFVEXTPROC, glFogCoordfvEXT); \
- USE_GL_FUNC(PGLFNGLFOGCOORDDEXTPROC, glFogCoorddEXT); \
- USE_GL_FUNC(PGLFNGLFOGCOORDDVEXTPROC, glFogCoordvEXT); \
- USE_GL_FUNC(PGLFNGLFOGCOORDPOINTEREXTPROC, glFogCoordPointerEXT); \
+ USE_GL_FUNC(PGLFNGLFOGCOORDFEXTPROC, glFogCoordfEXT,
EXT_FOG_COORD, NULL );\
+ USE_GL_FUNC(PGLFNGLFOGCOORDFVEXTPROC, glFogCoordfvEXT,
EXT_FOG_COORD, NULL );\
+ USE_GL_FUNC(PGLFNGLFOGCOORDDEXTPROC, glFogCoorddEXT,
EXT_FOG_COORD, NULL );\
+ USE_GL_FUNC(PGLFNGLFOGCOORDDVEXTPROC, glFogCoordvEXT,
EXT_FOG_COORD, NULL );\
+ USE_GL_FUNC(PGLFNGLFOGCOORDPOINTEREXTPROC, glFogCoordPointerEXT,
EXT_FOG_COORD, NULL );\
/* GL_EXT_framebuffer_object */ \
- USE_GL_FUNC(PGLFNGLISRENDERBUFFEREXTPROC, glIsRenderbufferEXT); \
- USE_GL_FUNC(PGLFNGLBINDRENDERBUFFEREXTPROC, glBindRenderbufferEXT); \
- USE_GL_FUNC(PGLFNGLDELETERENDERBUFFERSEXTPROC, glDeleteRenderbuffersEXT); \
- USE_GL_FUNC(PGLFNGLGENRENDERBUFFERSEXTPROC, glGenRenderbuffersEXT); \
- USE_GL_FUNC(PGLFNGLRENDERBUFFERSTORAGEEXTPROC, glRenderbufferStorageEXT); \
- USE_GL_FUNC(PGLFNGLISFRAMEBUFFEREXTPROC, glIsFramebufferEXT); \
- USE_GL_FUNC(PGLFNGLBINDFRAMEBUFFEREXTPROC, glBindFramebufferEXT); \
- USE_GL_FUNC(PGLFNGLDELETEFRAMEBUFFERSEXTPROC, glDeleteFramebuffersEXT); \
- USE_GL_FUNC(PGLFNGLGENFRAMEBUFFERSEXTPROC, glGenFramebuffersEXT); \
- USE_GL_FUNC(PGLFNGLCHECKFRAMEBUFFERSTATUSEXTPROC, glCheckFramebufferStatusEXT); \
- USE_GL_FUNC(PGLFNGLFRAMEBUFFERTEXTURE1DEXTPROC, glFramebufferTexture1DEXT); \
- USE_GL_FUNC(PGLFNGLFRAMEBUFFERTEXTURE2DEXTPROC, glFramebufferTexture2DEXT); \
- USE_GL_FUNC(PGLFNGLFRAMEBUFFERTEXTURE3DEXTPROC, glFramebufferTexture3DEXT); \
- USE_GL_FUNC(PGLFNGLFRAMEBUFFERRENDERBUFFEREXTPROC, glFramebufferRenderbufferEXT); \
- USE_GL_FUNC(PGLFNGLGENERATEMIPMAPEXTPROC, glGenerateMipmapEXT); \
- USE_GL_FUNC(PGLFNGLGETRENDERBUFFERPARAMETERIVEXTPROC,
glGetRenderbufferParameterivEXT); \
- USE_GL_FUNC(PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC,
glGetFramebufferAttachmentParameterivEXT); \
+ USE_GL_FUNC(PGLFNGLISRENDERBUFFEREXTPROC, glIsRenderbufferEXT,
EXT_FRAMEBUFFER_OBJECT, NULL );\
+ USE_GL_FUNC(PGLFNGLBINDRENDERBUFFEREXTPROC,
glBindRenderbufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
+ USE_GL_FUNC(PGLFNGLDELETERENDERBUFFERSEXTPROC,
glDeleteRenderbuffersEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
+ USE_GL_FUNC(PGLFNGLGENRENDERBUFFERSEXTPROC,
glGenRenderbuffersEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
+ USE_GL_FUNC(PGLFNGLRENDERBUFFERSTORAGEEXTPROC,
glRenderbufferStorageEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
+ USE_GL_FUNC(PGLFNGLISFRAMEBUFFEREXTPROC, glIsFramebufferEXT,
EXT_FRAMEBUFFER_OBJECT, NULL );\
+ USE_GL_FUNC(PGLFNGLBINDFRAMEBUFFEREXTPROC, glBindFramebufferEXT,
EXT_FRAMEBUFFER_OBJECT, NULL );\
+ USE_GL_FUNC(PGLFNGLDELETEFRAMEBUFFERSEXTPROC,
glDeleteFramebuffersEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
+ USE_GL_FUNC(PGLFNGLGENFRAMEBUFFERSEXTPROC, glGenFramebuffersEXT,
EXT_FRAMEBUFFER_OBJECT, NULL );\
+ USE_GL_FUNC(PGLFNGLCHECKFRAMEBUFFERSTATUSEXTPROC,
glCheckFramebufferStatusEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
+ USE_GL_FUNC(PGLFNGLFRAMEBUFFERTEXTURE1DEXTPROC,
glFramebufferTexture1DEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
+ USE_GL_FUNC(PGLFNGLFRAMEBUFFERTEXTURE2DEXTPROC,
glFramebufferTexture2DEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
+ USE_GL_FUNC(PGLFNGLFRAMEBUFFERTEXTURE3DEXTPROC,
glFramebufferTexture3DEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
+ USE_GL_FUNC(PGLFNGLFRAMEBUFFERRENDERBUFFEREXTPROC,
glFramebufferRenderbufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
+ USE_GL_FUNC(PGLFNGLGENERATEMIPMAPEXTPROC, glGenerateMipmapEXT,
EXT_FRAMEBUFFER_OBJECT, NULL );\
+ USE_GL_FUNC(PGLFNGLGETRENDERBUFFERPARAMETERIVEXTPROC,
glGetRenderbufferParameterivEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
+ USE_GL_FUNC(PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC,
glGetFramebufferAttachmentParameterivEXT, EXT_FRAMEBUFFER_OBJECT, NULL );\
/* GL_EXT_framebuffer_blit */ \
- USE_GL_FUNC(PGLFNGLBLITFRAMEBUFFEREXTPROC, glBlitFramebufferEXT); \
+ USE_GL_FUNC(PGLFNGLBLITFRAMEBUFFEREXTPROC, glBlitFramebufferEXT,
EXT_FRAMEBUFFER_BLIT, NULL );\
/* GL_EXT_paletted_texture */ \
- USE_GL_FUNC(PGLFNGLCOLORTABLEEXTPROC, glColorTableEXT); \
+ USE_GL_FUNC(PGLFNGLCOLORTABLEEXTPROC, glColorTableEXT,
EXT_PALETTED_TEXTURE, NULL );\
/* GL_EXT_point_parameters */ \
- USE_GL_FUNC(PGLFNGLPOINTPARAMETERFEXTPROC, glPointParameterfEXT); \
- USE_GL_FUNC(PGLFNGLPOINTPARAMETERFVEXTPROC, glPointParameterfvEXT); \
+ USE_GL_FUNC(PGLFNGLPOINTPARAMETERFEXTPROC, glPointParameterfEXT,
EXT_POINT_PARAMETERS, NULL );\
+ USE_GL_FUNC(PGLFNGLPOINTPARAMETERFVEXTPROC,
glPointParameterfvEXT, EXT_POINT_PARAMETERS, NULL );\
/* GL_EXT_secondary_color */ \
- USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3UBEXTPROC, glSecondaryColor3ubEXT); \
- USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FEXTPROC, glSecondaryColor3fEXT); \
- USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FVEXTPROC, glSecondaryColor3fvEXT); \
- USE_GL_FUNC(PGLFNGLSECONDARYCOLORPOINTEREXTPROC, glSecondaryColorPointerEXT); \
+ USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3UBEXTPROC,
glSecondaryColor3ubEXT, EXT_SECONDARY_COLOR, NULL );\
+ USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FEXTPROC,
glSecondaryColor3fEXT, EXT_SECONDARY_COLOR, NULL );\
+ USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FVEXTPROC,
glSecondaryColor3fvEXT, EXT_SECONDARY_COLOR, NULL );\
+ USE_GL_FUNC(PGLFNGLSECONDARYCOLORPOINTEREXTPROC,
glSecondaryColorPointerEXT, EXT_SECONDARY_COLOR, NULL );\
/* GL_EXT_texture3D */ \
- USE_GL_FUNC(PGLFNGLTEXIMAGE3DEXTPROC, glTexImage3DEXT); \
- USE_GL_FUNC(PGLFNGLTEXSUBIMAGE3DEXTPROC, glTexSubImage3DEXT); \
+ USE_GL_FUNC(PGLFNGLTEXIMAGE3DEXTPROC, glTexImage3DEXT,
EXT_TEXTURE3D, glTexImage3D);\
+ USE_GL_FUNC(PGLFNGLTEXSUBIMAGE3DEXTPROC, glTexSubImage3DEXT,
EXT_TEXTURE3D, glTexSubImage3D);\
/* GL_ARB_vertex_program */ \
- USE_GL_FUNC(PGLFNGENPROGRAMSARBPROC, glGenProgramsARB); \
- USE_GL_FUNC(PGLFNBINDPROGRAMARBPROC, glBindProgramARB); \
- USE_GL_FUNC(PGLFNPROGRAMSTRINGARBPROC, glProgramStringARB); \
- USE_GL_FUNC(PGLFNDELETEPROGRAMSARBPROC, glDeleteProgramsARB); \
- USE_GL_FUNC(PGLFNPROGRAMENVPARAMETER4FVARBPROC, glProgramEnvParameter4fvARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIBPOINTERARBPROC, glVertexAttribPointerARB); \
- USE_GL_FUNC(PGLFNENABLEVERTEXATTRIBARRAYARBPROC, glEnableVertexAttribArrayARB); \
- USE_GL_FUNC(PGLFNDISABLEVERTEXATTRIBARRAYARBPROC, glDisableVertexAttribArrayARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB1DARBPROC, glVertexAttrib1dARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB1DVARBPROC, glVertexAttrib1dvARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB1FARBPROC, glVertexAttrib1fARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB1FVARBPROC, glVertexAttrib1fvARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB1SARBPROC, glVertexAttrib1sARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB1SVARBPROC, glVertexAttrib1svARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB2DARBPROC, glVertexAttrib2dARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB2DVARBPROC, glVertexAttrib2dvARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB2FARBPROC, glVertexAttrib2fARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB2FVARBPROC, glVertexAttrib2fvARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB2SARBPROC, glVertexAttrib2sARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB2SVARBPROC, glVertexAttrib2svARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB3DARBPROC, glVertexAttrib3dARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB3DVARBPROC, glVertexAttrib3dvARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB3FARBPROC, glVertexAttrib3fARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB3FVARBPROC, glVertexAttrib3fvARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB3SARBPROC, glVertexAttrib3sARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB3SVARBPROC, glVertexAttrib3svARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4NBVARBPROC, glVertexAttrib4NbvARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4NIVARBPROC, glVertexAttrib4NivARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4NSVARBPROC, glVertexAttrib4NsvARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4NUBARBPROC, glVertexAttrib4NubARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4NUBVARBPROC, glVertexAttrib4NubvARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4NUIVARBPROC, glVertexAttrib4NuivARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4NUSVARBPROC, glVertexAttrib4NusvARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4BVARBPROC, glVertexAttrib4bvARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4DARBPROC, glVertexAttrib4dARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4DVARBPROC, glVertexAttrib4dvARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4FARBPROC, glVertexAttrib4fARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4FVARBPROC, glVertexAttrib4fvARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4IVARBPROC, glVertexAttrib4ivARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4SARBPROC, glVertexAttrib4sARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4SVARBPROC, glVertexAttrib4svARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4UBVARBPROC, glVertexAttrib4ubvARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4UIVARBPROC, glVertexAttrib4uivARB); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4USVARBPROC, glVertexAttrib4usvARB); \
- USE_GL_FUNC(PGLFNGETPROGRAMIVARBPROC, glGetProgramivARB); \
+ USE_GL_FUNC(PGLFNGENPROGRAMSARBPROC, glGenProgramsARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNBINDPROGRAMARBPROC, glBindProgramARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNPROGRAMSTRINGARBPROC, glProgramStringARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNDELETEPROGRAMSARBPROC, glDeleteProgramsARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNPROGRAMENVPARAMETER4FVARBPROC,
glProgramEnvParameter4fvARB, ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIBPOINTERARBPROC,
glVertexAttribPointerARB, ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNENABLEVERTEXATTRIBARRAYARBPROC,
glEnableVertexAttribArrayARB, ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNDISABLEVERTEXATTRIBARRAYARBPROC,
glDisableVertexAttribArrayARB, ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB1DARBPROC, glVertexAttrib1dARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB1DVARBPROC, glVertexAttrib1dvARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB1FARBPROC, glVertexAttrib1fARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB1FVARBPROC, glVertexAttrib1fvARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB1SARBPROC, glVertexAttrib1sARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB1SVARBPROC, glVertexAttrib1svARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB2DARBPROC, glVertexAttrib2dARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB2DVARBPROC, glVertexAttrib2dvARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB2FARBPROC, glVertexAttrib2fARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB2FVARBPROC, glVertexAttrib2fvARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB2SARBPROC, glVertexAttrib2sARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB2SVARBPROC, glVertexAttrib2svARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB3DARBPROC, glVertexAttrib3dARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB3DVARBPROC, glVertexAttrib3dvARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB3FARBPROC, glVertexAttrib3fARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB3FVARBPROC, glVertexAttrib3fvARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB3SARBPROC, glVertexAttrib3sARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB3SVARBPROC, glVertexAttrib3svARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4NBVARBPROC,
glVertexAttrib4NbvARB, ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4NIVARBPROC,
glVertexAttrib4NivARB, ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4NSVARBPROC,
glVertexAttrib4NsvARB, ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4NUBARBPROC,
glVertexAttrib4NubARB, ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4NUBVARBPROC,
glVertexAttrib4NubvARB, ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4NUIVARBPROC,
glVertexAttrib4NuivARB, ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4NUSVARBPROC,
glVertexAttrib4NusvARB, ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4BVARBPROC, glVertexAttrib4bvARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4DARBPROC, glVertexAttrib4dARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4DVARBPROC, glVertexAttrib4dvARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4FARBPROC, glVertexAttrib4fARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4FVARBPROC, glVertexAttrib4fvARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4IVARBPROC, glVertexAttrib4ivARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4SARBPROC, glVertexAttrib4sARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4SVARBPROC, glVertexAttrib4svARB,
ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4UBVARBPROC,
glVertexAttrib4ubvARB, ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4UIVARBPROC,
glVertexAttrib4uivARB, ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4USVARBPROC,
glVertexAttrib4usvARB, ARB_VERTEX_PROGRAM, NULL );\
+ USE_GL_FUNC(PGLFNGETPROGRAMIVARBPROC, glGetProgramivARB,
ARB_VERTEX_PROGRAM, NULL );\
/* GL_ARB_shader_objects */ \
- USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERIVARBPROC, glGetObjectParameterivARB);
\
- USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERFVARBPROC, glGetObjectParameterfvARB);
\
- USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMLOCATIONARBPROC, glGetUniformLocationARB);
\
- USE_GL_FUNC(WINED3D_PFNGLGETACTIVEUNIFORMARBPROC, glGetActiveUniformARB); \
- USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IARBPROC, glUniform1iARB); \
- USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IARBPROC, glUniform2iARB); \
- USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IARBPROC, glUniform3iARB); \
- USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IARBPROC, glUniform4iARB); \
- USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IARBPROC, glUniform1fARB); \
- USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FARBPROC, glUniform2fARB); \
- USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FARBPROC, glUniform3fARB); \
- USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FARBPROC, glUniform4fARB); \
- USE_GL_FUNC(WINED3D_PFNGLUNIFORM1FVARBPROC, glUniform1fvARB); \
- USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FVARBPROC, glUniform2fvARB); \
- USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FVARBPROC, glUniform3fvARB); \
- USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FVARBPROC, glUniform4fvARB); \
- USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IVARBPROC, glUniform1ivARB); \
- USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IVARBPROC, glUniform2ivARB); \
- USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IVARBPROC, glUniform3ivARB); \
- USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IVARBPROC, glUniform4ivARB); \
- USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX2FVARBPROC, glUniformMatrix2fvARB); \
- USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX3FVARBPROC, glUniformMatrix3fvARB); \
- USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX4FVARBPROC, glUniformMatrix4fvARB); \
- USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMFVARBPROC, glGetUniform4fvARB); \
- USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMIVARBPROC, glGetUniform4ivARB); \
- USE_GL_FUNC(WINED3D_PFNGLGETINFOLOGARBPROC, glGetInfoLogARB); \
- USE_GL_FUNC(WINED3D_PFNGLUSEPROGRAMOBJECTARBPROC, glUseProgramObjectARB); \
- USE_GL_FUNC(WINED3D_PFNGLCREATESHADEROBJECTARBPROC, glCreateShaderObjectARB);
\
- USE_GL_FUNC(WINED3D_PFNGLSHADERSOURCEARBPROC, glShaderSourceARB); \
- USE_GL_FUNC(WINED3D_PFNGLCOMPILESHADERARBPROC, glCompileShaderARB); \
- USE_GL_FUNC(WINED3D_PFNGLCREATEPROGRAMOBJECTARBPROC, glCreateProgramObjectARB);
\
- USE_GL_FUNC(WINED3D_PFNGLATTACHOBJECTARBPROC, glAttachObjectARB); \
- USE_GL_FUNC(WINED3D_PFNGLLINKPROGRAMARBPROC, glLinkProgramARB); \
- USE_GL_FUNC(WINED3D_PFNGLDETACHOBJECTARBPROC, glDetachObjectARB); \
- USE_GL_FUNC(WINED3D_PFNGLDELETEOBJECTARBPROC, glDeleteObjectARB); \
- USE_GL_FUNC(WINED3D_PFNGLVALIDATEPROGRAMARBPROC, glValidateProgramARB); \
- USE_GL_FUNC(WINED3D_PFNGLGETATTACHEDOBJECTSARBPROC, glGetAttachedObjectsARB);
\
- USE_GL_FUNC(WINED3D_PFNGLGETHANDLEARBPROC, glGetHandleARB); \
- USE_GL_FUNC(WINED3D_PFNGLGETSHADERSOURCEARBPROC, glGetShaderSourceARB); \
- USE_GL_FUNC(WINED3D_PFNGLBINDATTRIBLOCATIONARBPROC, glBindAttribLocationARB);
\
- USE_GL_FUNC(WINED3D_PFNGLGETATTRIBLOCATIONARBPROC, glGetAttribLocationARB); \
+ USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERIVARBPROC,
glGetObjectParameterivARB, ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERFVARBPROC,
glGetObjectParameterfvARB, ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMLOCATIONARBPROC,
glGetUniformLocationARB, ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLGETACTIVEUNIFORMARBPROC,
glGetActiveUniformARB, ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IARBPROC, glUniform1iARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IARBPROC, glUniform2iARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IARBPROC, glUniform3iARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IARBPROC, glUniform4iARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IARBPROC, glUniform1fARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FARBPROC, glUniform2fARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FARBPROC, glUniform3fARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FARBPROC, glUniform4fARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM1FVARBPROC, glUniform1fvARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FVARBPROC, glUniform2fvARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FVARBPROC, glUniform3fvARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FVARBPROC, glUniform4fvARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IVARBPROC, glUniform1ivARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IVARBPROC, glUniform2ivARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IVARBPROC, glUniform3ivARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IVARBPROC, glUniform4ivARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX2FVARBPROC,
glUniformMatrix2fvARB, ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX3FVARBPROC,
glUniformMatrix3fvARB, ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX4FVARBPROC,
glUniformMatrix4fvARB, ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMFVARBPROC, glGetUniform4fvARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMIVARBPROC, glGetUniform4ivARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLGETINFOLOGARBPROC, glGetInfoLogARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLUSEPROGRAMOBJECTARBPROC,
glUseProgramObjectARB, ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLCREATESHADEROBJECTARBPROC,
glCreateShaderObjectARB, ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLSHADERSOURCEARBPROC, glShaderSourceARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLCOMPILESHADERARBPROC, glCompileShaderARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLCREATEPROGRAMOBJECTARBPROC,
glCreateProgramObjectARB, ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLATTACHOBJECTARBPROC, glAttachObjectARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLLINKPROGRAMARBPROC, glLinkProgramARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLDETACHOBJECTARBPROC, glDetachObjectARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLDELETEOBJECTARBPROC, glDeleteObjectARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLVALIDATEPROGRAMARBPROC, glValidateProgramARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLGETATTACHEDOBJECTSARBPROC,
glGetAttachedObjectsARB, ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLGETHANDLEARBPROC, glGetHandleARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLGETSHADERSOURCEARBPROC, glGetShaderSourceARB,
ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLBINDATTRIBLOCATIONARBPROC,
glBindAttribLocationARB, ARB_SHADER_OBJECTS, NULL );\
+ USE_GL_FUNC(WINED3D_PFNGLGETATTRIBLOCATIONARBPROC,
glGetAttribLocationARB, ARB_SHADER_OBJECTS, NULL );\
/* GL_EXT_stencil_two_side */ \
- USE_GL_FUNC(PGLFNACTIVESTENCILFACEEXTPROC, glActiveStencilFaceEXT); \
+ USE_GL_FUNC(PGLFNACTIVESTENCILFACEEXTPROC,
glActiveStencilFaceEXT, EXT_STENCIL_TWO_SIDE, NULL );\
/* GL_ATI_separate_stencil */ \
- USE_GL_FUNC(PGLFNSTENCILOPSEPARATEATIPROC, glStencilOpSeparateATI); \
- USE_GL_FUNC(PGLFNSTENCILFUNCSEPARATEATIPROC, glStencilFuncSeparateATI); \
+ USE_GL_FUNC(PGLFNSTENCILOPSEPARATEATIPROC,
glStencilOpSeparateATI, ATI_SEPARATE_STENCIL, NULL );\
+ USE_GL_FUNC(PGLFNSTENCILFUNCSEPARATEATIPROC,
glStencilFuncSeparateATI, ATI_SEPARATE_STENCIL, NULL );\
/* GL_NV_half_float */ \
- USE_GL_FUNC(PGLFNVERTEX2HNVPROC, glVertex2hNV); \
- USE_GL_FUNC(PGLFNVERTEX2HVNVPROC, glVertex2hvNV); \
- USE_GL_FUNC(PGLFNVERTEX3HNVPROC, glVertex3hNV); \
- USE_GL_FUNC(PGLFNVERTEX3HVNVPROC, glVertex3hvNV); \
- USE_GL_FUNC(PGLFNVERTEX4HNVPROC, glVertex4hNV); \
- USE_GL_FUNC(PGLFNVERTEX4HVNVPROC, glVertex4hvNV); \
- USE_GL_FUNC(PGLFNNORMAL3HNVPROC, glNormal3hNV); \
- USE_GL_FUNC(PGLFNNORMAL3HVNVPROC, glNormal3hvNV); \
- USE_GL_FUNC(PGLFNCOLOR3HNVPROC, glColor3hNV); \
- USE_GL_FUNC(PGLFNCOLOR3HVNVPROC, glColor3hvNV); \
- USE_GL_FUNC(PGLFNCOLOR4HNVPROC, glColor4hNV); \
- USE_GL_FUNC(PGLFNCOLOR4HVNVPROC, glColor4hvNV); \
- USE_GL_FUNC(PGLFNTEXCOORD1HNVPROC, glTexCoord1hNV); \
- USE_GL_FUNC(PGLFNTEXCOORD1HVNVPROC, glTexCoord1hvNV); \
- USE_GL_FUNC(PGLFNTEXCOORD2HNVPROC, glTexCoord2hNV); \
- USE_GL_FUNC(PGLFNTEXCOORD2HVNVPROC, glTexCoord2hvNV); \
- USE_GL_FUNC(PGLFNTEXCOORD3HNVPROC, glTexCoord3hNV); \
- USE_GL_FUNC(PGLFNTEXCOORD3HVNVPROC, glTexCoord3hvNV); \
- USE_GL_FUNC(PGLFNTEXCOORD4HNVPROC, glTexCoord4hNV); \
- USE_GL_FUNC(PGLFNTEXCOORD4HVNVPROC, glTexCoord4hvNV); \
- USE_GL_FUNC(PGLFNMULTITEXCOORD1HNVPROC, glMultiTexCoord1hNV); \
- USE_GL_FUNC(PGLFNMULTITEXCOORD1HVNVPROC, glMultiTexCoord1hvNV); \
- USE_GL_FUNC(PGLFNMULTITEXCOORD2HNVPROC, glMultiTexCoord2hNV); \
- USE_GL_FUNC(PGLFNMULTITEXCOORD2HVNVPROC, glMultiTexCoord2hvNV); \
- USE_GL_FUNC(PGLFNMULTITEXCOORD3HNVPROC, glMultiTexCoord3hNV); \
- USE_GL_FUNC(PGLFNMULTITEXCOORD3HVNVPROC, glMultiTexCoord3hvNV); \
- USE_GL_FUNC(PGLFNMULTITEXCOORD4HNVPROC, glMultiTexCoord4hNV); \
- USE_GL_FUNC(PGLFNMULTITEXCOORD4HVNVPROC, glMultiTexCoord4hvNV); \
- USE_GL_FUNC(PGLFNFOGCOORDHNVPROC, glFogCoordhNV); \
- USE_GL_FUNC(PGLFNFOGCOORDHVNVPROC, glFogCoordhvNV); \
- USE_GL_FUNC(PGLFNSECONDARYCOLOR3HNVPROC, glSecondaryColor3hNV); \
- USE_GL_FUNC(PGLFNSECONDARYCOLOR3HVNVPROC, glSecondaryColor3hvNV);
\
- USE_GL_FUNC(PGLFNVERTEXWEIGHTHNVPROC, glVertexWeighthNV); \
- USE_GL_FUNC(PGLFNVERTEXWEIGHTHVNVPROC, glVertexWeighthvNV); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB1HNVPROC, glVertexAttrib1hNV); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB1HVNVPROC, glVertexAttrib1hvNV); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB2HNVPROC, glVertexAttrib2hNV); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB2HVNVPROC, glVertexAttrib2hvNV); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB3HNVPROC, glVertexAttrib3hNV); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB3HVNVPROC, glVertexAttrib3hvNV); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4HNVPROC, glVertexAttrib4hNV); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4HVNVPROC, glVertexAttrib4hvNV); \
- USE_GL_FUNC(PGLFNVERTEXATTRIBS1HVNVPROC, glVertexAttribs1hvNV); \
- USE_GL_FUNC(PGLFNVERTEXATTRIBS2HVNVPROC, glVertexAttribs2hvNV); \
- USE_GL_FUNC(PGLFNVERTEXATTRIBS3HVNVPROC, glVertexAttribs3hvNV); \
- USE_GL_FUNC(PGLFNVERTEXATTRIBS4HVNVPROC, glVertexAttribs4hvNV); \
+ USE_GL_FUNC(PGLFNVERTEX2HNVPROC, glVertex2hNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNVERTEX2HVNVPROC, glVertex2hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNVERTEX3HNVPROC, glVertex3hNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNVERTEX3HVNVPROC, glVertex3hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNVERTEX4HNVPROC, glVertex4hNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNVERTEX4HVNVPROC, glVertex4hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNNORMAL3HNVPROC, glNormal3hNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNNORMAL3HVNVPROC, glNormal3hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNCOLOR3HNVPROC, glColor3hNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNCOLOR3HVNVPROC, glColor3hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNCOLOR4HNVPROC, glColor4hNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNCOLOR4HVNVPROC, glColor4hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNTEXCOORD1HNVPROC, glTexCoord1hNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNTEXCOORD1HVNVPROC, glTexCoord1hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNTEXCOORD2HNVPROC, glTexCoord2hNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNTEXCOORD2HVNVPROC, glTexCoord2hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNTEXCOORD3HNVPROC, glTexCoord3hNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNTEXCOORD3HVNVPROC, glTexCoord3hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNTEXCOORD4HNVPROC, glTexCoord4hNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNTEXCOORD4HVNVPROC, glTexCoord4hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNMULTITEXCOORD1HNVPROC, glMultiTexCoord1hNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNMULTITEXCOORD1HVNVPROC, glMultiTexCoord1hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNMULTITEXCOORD2HNVPROC, glMultiTexCoord2hNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNMULTITEXCOORD2HVNVPROC, glMultiTexCoord2hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNMULTITEXCOORD3HNVPROC, glMultiTexCoord3hNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNMULTITEXCOORD3HVNVPROC, glMultiTexCoord3hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNMULTITEXCOORD4HNVPROC, glMultiTexCoord4hNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNMULTITEXCOORD4HVNVPROC, glMultiTexCoord4hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNFOGCOORDHNVPROC, glFogCoordhNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNFOGCOORDHVNVPROC, glFogCoordhvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNSECONDARYCOLOR3HNVPROC, glSecondaryColor3hNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNSECONDARYCOLOR3HVNVPROC,
glSecondaryColor3hvNV, NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXWEIGHTHNVPROC, glVertexWeighthNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXWEIGHTHVNVPROC, glVertexWeighthvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB1HNVPROC, glVertexAttrib1hNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB1HVNVPROC, glVertexAttrib1hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB2HNVPROC, glVertexAttrib2hNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB2HVNVPROC, glVertexAttrib2hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB3HNVPROC, glVertexAttrib3hNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB3HVNVPROC, glVertexAttrib3hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4HNVPROC, glVertexAttrib4hNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4HVNVPROC, glVertexAttrib4hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIBS1HVNVPROC, glVertexAttribs1hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIBS2HVNVPROC, glVertexAttribs2hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIBS3HVNVPROC, glVertexAttribs3hvNV,
NV_HALF_FLOAT, NULL );\
+ USE_GL_FUNC(PGLFNVERTEXATTRIBS4HVNVPROC, glVertexAttribs4hvNV,
NV_HALF_FLOAT, NULL );\
/* GL_NV_register_combiners */ \
- USE_GL_FUNC(PGLFNCOMBINERINPUTNVPROC, glCombinerInputNV); \
- USE_GL_FUNC(PGLFNCOMBINEROUTPUTNVPROC, glCombinerOutputNV); \
- USE_GL_FUNC(PGLFNCOMBINERPARAMETERFNVPROC, glCombinerParameterfNV);
\
- USE_GL_FUNC(PGLFNCOMBINERPARAMETERFVNVPROC, glCombinerParameterfvNV);
\
- USE_GL_FUNC(PGLFNCOMBINERPARAMETERINVPROC, glCombinerParameteriNV);
\
- USE_GL_FUNC(PGLFNCOMBINERPARAMETERIVNVPROC, glCombinerParameterivNV);
\
- USE_GL_FUNC(PGLFNFINALCOMBINERINPUTNVPROC, glFinalCombinerInputNV);
\
+ USE_GL_FUNC(PGLFNCOMBINERINPUTNVPROC, glCombinerInputNV,
NV_REGISTER_COMBINERS, NULL );\
+ USE_GL_FUNC(PGLFNCOMBINEROUTPUTNVPROC, glCombinerOutputNV,
NV_REGISTER_COMBINERS, NULL );\
+ USE_GL_FUNC(PGLFNCOMBINERPARAMETERFNVPROC,
glCombinerParameterfNV, NV_REGISTER_COMBINERS, NULL );\
+ USE_GL_FUNC(PGLFNCOMBINERPARAMETERFVNVPROC,
glCombinerParameterfvNV, NV_REGISTER_COMBINERS, NULL );\
+ USE_GL_FUNC(PGLFNCOMBINERPARAMETERINVPROC,
glCombinerParameteriNV, NV_REGISTER_COMBINERS, NULL );\
+ USE_GL_FUNC(PGLFNCOMBINERPARAMETERIVNVPROC,
glCombinerParameterivNV, NV_REGISTER_COMBINERS, NULL );\
+ USE_GL_FUNC(PGLFNFINALCOMBINERINPUTNVPROC,
glFinalCombinerInputNV, NV_REGISTER_COMBINERS, NULL );\
/* GL_NV_fence */ \
- USE_GL_FUNC(PGLFNGENFENCESNVPROC, glGenFencesNV); \
- USE_GL_FUNC(PGLFNDELETEFENCESNVPROC, glDeleteFencesNV); \
- USE_GL_FUNC(PGLFNSETFENCENVPROC, glSetFenceNV); \
- USE_GL_FUNC(PGLFNTESTFENCENVPROC, glTestFenceNV); \
- USE_GL_FUNC(PGLFNFINISHFENCENVPROC, glFinishFenceNV); \
- USE_GL_FUNC(PGLFNISFENCENVPROC, glIsFenceNV); \
- USE_GL_FUNC(PGLFNGETFENCEIVNVPROC, glGetFenceivNV); \
+ USE_GL_FUNC(PGLFNGENFENCESNVPROC, glGenFencesNV,
NV_FENCE, NULL );\
+ USE_GL_FUNC(PGLFNDELETEFENCESNVPROC, glDeleteFencesNV,
NV_FENCE, NULL );\
+ USE_GL_FUNC(PGLFNSETFENCENVPROC, glSetFenceNV,
NV_FENCE, NULL );\
+ USE_GL_FUNC(PGLFNTESTFENCENVPROC, glTestFenceNV,
NV_FENCE, NULL );\
+ USE_GL_FUNC(PGLFNFINISHFENCENVPROC, glFinishFenceNV,
NV_FENCE, NULL );\
+ USE_GL_FUNC(PGLFNISFENCENVPROC, glIsFenceNV,
NV_FENCE, NULL );\
+ USE_GL_FUNC(PGLFNGETFENCEIVNVPROC, glGetFenceivNV,
NV_FENCE, NULL );\
/* GL_APPLE_fence */ \
- USE_GL_FUNC(PGLFNGENFENCESAPPLEPROC, glGenFencesAPPLE); \
- USE_GL_FUNC(PGLFNDELETEFENCESAPPLEPROC, glDeleteFencesAPPLE); \
- USE_GL_FUNC(PGLFNSETFENCEAPPLEPROC, glSetFenceAPPLE); \
- USE_GL_FUNC(PGLFNTESTFENCEAPPLEPROC, glTestFenceAPPLE); \
- USE_GL_FUNC(PGLFNFINISHFENCEAPPLEPROC, glFinishFenceAPPLE); \
- USE_GL_FUNC(PGLFNISFENCEAPPLEPROC, glIsFenceAPPLE); \
- USE_GL_FUNC(PGLFNTESTOBJECTAPPLEPROC, glTestObjectAPPLE); \
- USE_GL_FUNC(PGLFNFINISHOBJECTAPPLEPROC, glFinishObjectAPPLE); \
+ USE_GL_FUNC(PGLFNGENFENCESAPPLEPROC, glGenFencesAPPLE,
APPLE_FENCE, NULL );\
+ USE_GL_FUNC(PGLFNDELETEFENCESAPPLEPROC, glDeleteFencesAPPLE,
APPLE_FENCE, NULL );\
+ USE_GL_FUNC(PGLFNSETFENCEAPPLEPROC, glSetFenceAPPLE,
APPLE_FENCE, NULL );\
+ USE_GL_FUNC(PGLFNTESTFENCEAPPLEPROC, glTestFenceAPPLE,
APPLE_FENCE, NULL );\
+ USE_GL_FUNC(PGLFNFINISHFENCEAPPLEPROC, glFinishFenceAPPLE,
APPLE_FENCE, NULL );\
+ USE_GL_FUNC(PGLFNISFENCEAPPLEPROC, glIsFenceAPPLE,
APPLE_FENCE, NULL );\
+ USE_GL_FUNC(PGLFNTESTOBJECTAPPLEPROC, glTestObjectAPPLE,
APPLE_FENCE, NULL );\
+ USE_GL_FUNC(PGLFNFINISHOBJECTAPPLEPROC, glFinishObjectAPPLE,
APPLE_FENCE, NULL );\
/* GL_ATI_envmap_bumpmap */ \
- USE_GL_FUNC(PGLFNTEXBUMPPARAMETERIVATIPROC, glTexBumpParameterivATI);
\
- USE_GL_FUNC(PGLFNTEXBUMPPARAMETERFVATIPROC, glTexBumpParameterfvATI);
\
- USE_GL_FUNC(PGLFNGETTEXBUMPPARAMETERIVATIPROC,
glGetTexBumpParameterivATI); \
- USE_GL_FUNC(PGLFNGETTEXBUMPPARAMETERFVATIPROC,
glGetTexBumpParameterfvATI); \
+ USE_GL_FUNC(PGLFNTEXBUMPPARAMETERIVATIPROC,
glTexBumpParameterivATI, ATI_ENVMAP_BUMPMAP, NULL );\
+ USE_GL_FUNC(PGLFNTEXBUMPPARAMETERFVATIPROC,
glTexBumpParameterfvATI, ATI_ENVMAP_BUMPMAP, NULL );\
+ USE_GL_FUNC(PGLFNGETTEXBUMPPARAMETERIVATIPROC,
glGetTexBumpParameterivATI, ATI_ENVMAP_BUMPMAP, NULL );\
+ USE_GL_FUNC(PGLFNGETTEXBUMPPARAMETERFVATIPROC,
glGetTexBumpParameterfvATI, ATI_ENVMAP_BUMPMAP, NULL );\
/* GLX_SGI_video_sync */ \
- USE_GL_FUNC(PGLXFNGETVIDEOSYNCSGIPROC, glXGetVideoSyncSGI); \
- USE_GL_FUNC(PGLXFNWAITVIDEOSYNCSGIPROC, glXWaitVideoSyncSGI); \
+ USE_GL_FUNC(PGLXFNGETVIDEOSYNCSGIPROC, glXGetVideoSyncSGI,
SGI_VIDEO_SYNC, NULL );\
+ USE_GL_FUNC(PGLXFNWAITVIDEOSYNCSGIPROC, glXWaitVideoSyncSGI,
SGI_VIDEO_SYNC, NULL );\
/* GL_APPLE_flush_render */ \
- USE_GL_FUNC(PGLFNFLUSHRENDERAPPLEPROC, glFlushRenderApple); \
- USE_GL_FUNC(PGLFNFINISHRENDERAPPLEPROC, glFinishRenderApple); \
-
-/* OpenGL 2.0 functions */
-#define GL2_FUNCS_GEN \
- USE_GL_FUNC(PGLFNBLENDEQUATIONSEPARATEPROC, glBlendEquationSeparate); \
- USE_GL_FUNC(PGLFNDRAWBUFFERSPROC, glDrawBuffers); \
- USE_GL_FUNC(PGLFNSTENCILOPSEPARATEPROC, glStencilOpSeparate); \
- USE_GL_FUNC(PGLFNSTENCILFUNCSEPARATEPROC, glStencilFuncSeparate); \
- USE_GL_FUNC(PGLFNSTENCILMASKSEPARATEPROC, glStencilMaskSeparate); \
- USE_GL_FUNC(PGLFNATTACHSHADERPROC, glAttachShader); \
- USE_GL_FUNC(PGLFNBINDATTRIBLOCATIONPROC, glBindAttribLocation); \
- USE_GL_FUNC(PGLFNCOMPILESHADERPROC, glCompileShader); \
- USE_GL_FUNC(PGLFNCREATEPROGRAMPROC, glCreateProgram); \
- USE_GL_FUNC(PGLFNCREATESHADERPROC, glCreateShader); \
- USE_GL_FUNC(PGLFNDELETEPROGRAMPROC, glDeleteProgram); \
- USE_GL_FUNC(PGLFNDELETESHADERPROC, glDeleteShader); \
- USE_GL_FUNC(PGLFNDETACHSHADERPROC, glDetachShader); \
- USE_GL_FUNC(PGLFNDISABLEVERTEXATTRIBARRAYPROC, glDisableVertexAttribArray); \
- USE_GL_FUNC(PGLFNENABLEVERTEXATTRIBARRAYPROC, glEnableVertexAttribArray); \
- USE_GL_FUNC(PGLFNGETACTIVEATTRIBPROC, glGetActiveAttrib); \
- USE_GL_FUNC(PGLFNGETACTIVEUNIFORMPROC, glGetActiveUniform); \
- USE_GL_FUNC(PGLFNGETATTACHEDSHADERSPROC, glGetAttachedShaders); \
- USE_GL_FUNC(PGLFNGETATTRIBLOCATIONPROC, glGetAttribLocation); \
- USE_GL_FUNC(PGLFNGETPROGRAMIVPROC, glGetProgramiv); \
- USE_GL_FUNC(PGLFNGETPROGRAMINFOLOGPROC, glGetProgramInfoLog); \
- USE_GL_FUNC(PGLFNGETSHADERIVPROC, glGetShaderiv); \
- USE_GL_FUNC(PGLFNGETSHADERINFOLOGPROC, glGetShaderInfoLog); \
- USE_GL_FUNC(PGLFNGETSHADERSOURCEPROC, glGetShaderSource); \
- USE_GL_FUNC(PGLFNGETUNIFORMLOCATIONPROC, glGetUniformLocation); \
- USE_GL_FUNC(PGLFNGETUNIFORMFVPROC, glGetUniformfv); \
- USE_GL_FUNC(PGLFNGETUNIFORMIVPROC, glGetUniformiv); \
- USE_GL_FUNC(PGLFNGETVERTEXATTRIBDVPROC, glGetVertexAttribdv); \
- USE_GL_FUNC(PGLFNGETVERTEXATTRIBFVPROC, glGetVertexAttribfv); \
- USE_GL_FUNC(PGLFNGETVERTEXATTRIBIVPROC, glGetVertexAttribiv); \
- USE_GL_FUNC(PGLFNGETVERTEXATTRIBPOINTERVPROC, glGetVertexAttribPointerv); \
- USE_GL_FUNC(PGLFNISPROGRAMPROC, glIsProgram); \
- USE_GL_FUNC(PGLFNISSHADERPROC, glIsShader); \
- USE_GL_FUNC(PGLFNLINKPROGRAMPROC, glLinkProgram); \
- USE_GL_FUNC(PGLFNSHADERSOURCEPROC, glShaderSource); \
- USE_GL_FUNC(PGLFNUSEPROGRAMPROC, glUseProgram); \
- USE_GL_FUNC(PGLFNUNIFORM1FPROC, glUniform1f); \
- USE_GL_FUNC(PGLFNUNIFORM2FPROC, glUniform2f); \
- USE_GL_FUNC(PGLFNUNIFORM3FPROC, glUniform3f); \
- USE_GL_FUNC(PGLFNUNIFORM4FPROC, glUniform4f); \
- USE_GL_FUNC(PGLFNUNIFORM1IPROC, glUniform1i); \
- USE_GL_FUNC(PGLFNUNIFORM2IPROC, glUniform2i); \
- USE_GL_FUNC(PGLFNUNIFORM3IPROC, glUniform3i); \
- USE_GL_FUNC(PGLFNUNIFORM4IPROC, glUniform4i); \
- USE_GL_FUNC(PGLFNUNIFORM1FVPROC, glUniform1fv); \
- USE_GL_FUNC(PGLFNUNIFORM2FVPROC, glUniform2fv); \
- USE_GL_FUNC(PGLFNUNIFORM3FVPROC, glUniform3fv); \
- USE_GL_FUNC(PGLFNUNIFORM4FVPROC, glUniform4fv); \
- USE_GL_FUNC(PGLFNUNIFORM1IVPROC, glUniform1iv); \
- USE_GL_FUNC(PGLFNUNIFORM2IVPROC, glUniform2iv); \
- USE_GL_FUNC(PGLFNUNIFORM3IVPROC, glUniform3iv); \
- USE_GL_FUNC(PGLFNUNIFORM4IVPROC, glUniform4iv); \
- USE_GL_FUNC(PGLFNUNIFORMMATRIX2FVPROC, glUniformMatrix2fv); \
- USE_GL_FUNC(PGLFNUNIFORMMATRIX3FVPROC, glUniformMatrix3fv); \
- USE_GL_FUNC(PGLFNUNIFORMMATRIX4FVPROC, glUniformMatrix4fv); \
- USE_GL_FUNC(PGLFNVALIDATEPROGRAMPROC, glValidateProgram); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB1DPROC, glVertexAttrib1d); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB1DVPROC, glVertexAttrib1dv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB1FPROC, glVertexAttrib1f); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB1FVPROC, glVertexAttrib1fv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB1SPROC, glVertexAttrib1s); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB1SVPROC, glVertexAttrib1sv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB2DPROC, glVertexAttrib2d); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB2DVPROC, glVertexAttrib2dv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB2FPROC, glVertexAttrib2f); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB2FVPROC, glVertexAttrib2fv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB2SPROC, glVertexAttrib2s); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB2SVPROC, glVertexAttrib2sv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB3DPROC, glVertexAttrib3d); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB3DVPROC, glVertexAttrib3dv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB3FPROC, glVertexAttrib3f); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB3FVPROC, glVertexAttrib3fv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB3SPROC, glVertexAttrib3s); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB3SVPROC, glVertexAttrib3sv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4NBVPROC, glVertexAttrib4Nbv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4NIVPROC, glVertexAttrib4Niv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4NSVPROC, glVertexAttrib4Nsv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4NUBPROC, glVertexAttrib4Nub); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4NUBVPROC, glVertexAttrib4Nubv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4NUIVPROC, glVertexAttrib4Nuiv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4NUSVPROC, glVertexAttrib4Nusv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4BVPROC, glVertexAttrib4bv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4DPROC, glVertexAttrib4d); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4DVPROC, glVertexAttrib4dv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4FPROC, glVertexAttrib4f); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4FVPROC, glVertexAttrib4fv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4IVPROC, glVertexAttrib4iv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4SVPROC, glVertexAttrib4sv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4UBVPROC, glVertexAttrib4ubv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4UIVPROC, glVertexAttrib4uiv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIB4USVPROC, glVertexAttrib4usv); \
- USE_GL_FUNC(PGLFNVERTEXATTRIBPOINTERPROC, glVertexAttribPointer); \
-
+ USE_GL_FUNC(PGLFNFLUSHRENDERAPPLEPROC, glFlushRenderApple,
APPLE_FLUSH_RENDER, NULL );\
+ USE_GL_FUNC(PGLFNFINISHRENDERAPPLEPROC, glFinishRenderApple,
APPLE_FLUSH_RENDER, NULL );
/****************************************************
* OpenGL WGL defines and functions pointer
@@ -3691,17 +3596,17 @@
#endif
#define WGL_EXT_FUNCS_GEN \
- USE_GL_FUNC(WINED3D_PFNWGLGETEXTENSIONSSTRINGARBPROC, wglGetExtensionsStringARB); \
- USE_GL_FUNC(WINED3D_PFNWGLGETPIXELFORMATATTRIBIVARBPROC,
wglGetPixelFormatAttribivARB); \
- USE_GL_FUNC(WINED3D_PFNWGLGETPIXELFORMATATTRIBFVARBPROC,
wglGetPixelFormatAttribfvARB); \
- USE_GL_FUNC(WINED3D_PFNWGLCHOOSEPIXELFORMATARBPROC, wglChoosePixelFormatARB); \
- USE_GL_FUNC(WINED3D_PFNWGLMAKECONTEXTCURRENTARBPROC, wglMakeContextCurrentARB); \
- USE_GL_FUNC(WINED3D_PFNWGLGETCURRENTREADDCARBPROC, wglGetCurrentReadDCARB); \
- USE_GL_FUNC(WINED3D_PFNWGLCREATEPBUFFERARBPROC, wglCreatePbufferARB); \
- USE_GL_FUNC(WINED3D_PFNWGLGETPBUFFERDCARBPROC, wglGetPbufferDCARB); \
- USE_GL_FUNC(WINED3D_PFNWGLRELEASEPBUFFERDCARBPROC, wglReleasePbufferDCARB); \
- USE_GL_FUNC(WINED3D_PFNWGLDESTROYPBUFFERARBPROC, wglDestroyPbufferARB); \
- USE_GL_FUNC(WINED3D_PFNWGLQUERYPBUFFERARBPROC, wglQueryPbufferARB);
+ USE_GL_FUNC(WINED3D_PFNWGLGETEXTENSIONSSTRINGARBPROC, wglGetExtensionsStringARB, 0,
NULL); \
+ USE_GL_FUNC(WINED3D_PFNWGLGETPIXELFORMATATTRIBIVARBPROC,
wglGetPixelFormatAttribivARB, 0, NULL); \
+ USE_GL_FUNC(WINED3D_PFNWGLGETPIXELFORMATATTRIBFVARBPROC,
wglGetPixelFormatAttribfvARB, 0, NULL); \
+ USE_GL_FUNC(WINED3D_PFNWGLCHOOSEPIXELFORMATARBPROC, wglChoosePixelFormatARB, 0,
NULL); \
+ USE_GL_FUNC(WINED3D_PFNWGLMAKECONTEXTCURRENTARBPROC, wglMakeContextCurrentARB, 0,
NULL); \
+ USE_GL_FUNC(WINED3D_PFNWGLGETCURRENTREADDCARBPROC, wglGetCurrentReadDCARB, 0, NULL);
\
+ USE_GL_FUNC(WINED3D_PFNWGLCREATEPBUFFERARBPROC, wglCreatePbufferARB, 0, NULL); \
+ USE_GL_FUNC(WINED3D_PFNWGLGETPBUFFERDCARBPROC, wglGetPbufferDCARB, 0, NULL); \
+ USE_GL_FUNC(WINED3D_PFNWGLRELEASEPBUFFERDCARBPROC, wglReleasePbufferDCARB, 0, NULL);
\
+ USE_GL_FUNC(WINED3D_PFNWGLDESTROYPBUFFERARBPROC, wglDestroyPbufferARB, 0, NULL); \
+ USE_GL_FUNC(WINED3D_PFNWGLQUERYPBUFFERARBPROC, wglQueryPbufferARB, 0, NULL);
/****************************************************
@@ -3713,7 +3618,7 @@
WINED3DFORMAT conversion_group;
} GlPixelFormatDesc;
-#define USE_GL_FUNC(type, pfn) type pfn;
+#define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
typedef struct _WineD3D_GL_Info {
DWORD glx_version;
@@ -3771,9 +3676,6 @@
GL_EXT_FUNCS_GEN;
/** OpenGL WGL functions ptr */
WGL_EXT_FUNCS_GEN;
- /** OpenGL 2.0 functions ptr */
- /* GL2_FUNCS_GEN; */
- /**/
GlPixelFormatDesc *gl_formats;
} WineD3D_GL_Info;
Modified: trunk/reactos/include/reactos/wine/wined3d_interface.h
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/include/reactos/wine/wined…
==============================================================================
--- trunk/reactos/include/reactos/wine/wined3d_interface.h (original)
+++ trunk/reactos/include/reactos/wine/wined3d_interface.h Tue Nov 27 14:15:08 2007
@@ -1134,6 +1134,7 @@
/* Internally used methods */
STDMETHOD(AddDirtyRect)(THIS_ CONST RECT* pRect) PURE;
STDMETHOD(LoadTexture)(THIS, BOOL srgb_mode) PURE;
+ STDMETHOD_(void, BindTexture)(THIS) PURE;
STDMETHOD(SaveSnapshot)(THIS_ const char *filename) PURE;
STDMETHOD(SetContainer)(THIS_ IWineD3DBase *container) PURE;
STDMETHOD_(void,SetGlTextureDesc)(THIS_ UINT textureName, int target) PURE;
@@ -1191,6 +1192,7 @@
/*** IWineD3DSurface (Internal, no d3d mapping) methods ***/
#define IWineD3DSurface_AddDirtyRect(p,a)
(p)->lpVtbl->AddDirtyRect(p,a)
#define IWineD3DSurface_LoadTexture(p,a) (p)->lpVtbl->LoadTexture(p,a)
+#define IWineD3DSurface_BindTexture(p) (p)->lpVtbl->BindTexture(p)
#define IWineD3DSurface_SaveSnapshot(p,a)
(p)->lpVtbl->SaveSnapshot(p,a)
#define IWineD3DSurface_SetContainer(p,a)
(p)->lpVtbl->SetContainer(p,a)
#define IWineD3DSurface_SetGlTextureDesc(p,a,b)
(p)->lpVtbl->SetGlTextureDesc(p,a,b)