Commit 54e5f9c4 authored by Roderick Colenbrander's avatar Roderick Colenbrander Committed by Alexandre Julliard

wined3d: Dynamicly load GL_ARB_multitexture functions.

parent 5b8b7764
......@@ -243,7 +243,8 @@ void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD S
VTRACE(("Activating appropriate texture state %ld\n", Sampler));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
ENTER_GL();
GLACTIVETEXTURE(Sampler);
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + Sampler));
checkGLcall("glActiveTextureARB");
LEAVE_GL();
/* Could we use bindTexture and then apply the states instead of GLACTIVETEXTURE */
} else if (Sampler > 0) {
......@@ -3358,7 +3359,8 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D3DRENDE
/* Note the D3DRS value applies to all textures, but GL has one
per texture, so apply it now ready to be used! */
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GLACTIVETEXTURE(i);
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
checkGLcall("glActiveTextureARB");
} else if (i>0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
}
......
......@@ -1185,28 +1185,28 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
/* Texture coords -------------------------------------------*/
for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
/* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
/* Abort if we don't support the extension. */
if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
continue;
}
/* Select the correct texture stage */
GLCLIENTACTIVETEXTURE(textureNo);
GL_EXTCALL(glClientActiveTextureARB(textureNo));
if (This->stateBlock->textures[textureNo] != NULL) {
int coordIdx = This->stateBlock->textureState[textureNo][D3DTSS_TEXCOORDINDEX];
TRACE("Setting up texture %u, cordindx %u, data %p\n", textureNo, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GLMULTITEXCOORD4F(textureNo, 0, 0, 0, 1);
continue;
}
if (coordIdx >= MAX_TEXTURES) {
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GLMULTITEXCOORD4F(textureNo, 0, 0, 0, 1);
GL_EXTCALL(glMultiTexCoord4fARB(textureNo, 0, 0, 0, 1));
} else if (sd->u.s.texCoords[coordIdx].lpData == NULL) {
VTRACE(("Bound texture but no texture coordinates supplied, so skipping\n"));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GLMULTITEXCOORD4F(textureNo, 0, 0, 0, 1);
GL_EXTCALL(glMultiTexCoord4fARB(textureNo, 0, 0, 0, 1));
} else {
......@@ -1217,7 +1217,7 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
} else {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GLMULTITEXCOORD4F(textureNo, 0, 0, 0, 1);
GL_EXTCALL(glMultiTexCoord4fARB(textureNo, 0, 0, 0, 1));
}
}
}
......@@ -1444,7 +1444,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
case D3DTTFF_COUNT1:
VTRACE(("tex:%d, s=%f\n", textureNo, s));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GLMULTITEXCOORD1F(textureNo, s);
GL_EXTCALL(glMultiTexCoord1fARB(textureNo, s));
} else {
glTexCoord1f(s);
}
......@@ -1452,7 +1452,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
case D3DTTFF_COUNT2:
VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GLMULTITEXCOORD2F(textureNo, s, t);
GL_EXTCALL(glMultiTexCoord2fARB(textureNo, s, t));
} else {
glTexCoord2f(s, t);
}
......@@ -1460,7 +1460,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
case D3DTTFF_COUNT3:
VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GLMULTITEXCOORD3F(textureNo, s, t, r);
GL_EXTCALL(glMultiTexCoord3fARB(textureNo, s, t, r));
} else {
glTexCoord3f(s, t, r);
}
......@@ -1468,7 +1468,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
case D3DTTFF_COUNT4:
VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GLMULTITEXCOORD4F(textureNo, s, t, r, q);
GL_EXTCALL(glMultiTexCoord4fARB(textureNo, s, t, r, q));
} else {
glTexCoord4f(s, t, r, q);
}
......@@ -1968,7 +1968,8 @@ void inline drawPrimitiveUploadTextures(IWineD3DDeviceImpl* This) {
for (i = 0; i< GL_LIMITS(textures); ++i) {
/* Bind the texture to the stage here */
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GLACTIVETEXTURE(i);
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
checkGLcall("glActiveTextureARB");
} else if (0 < i) {
/* This isn't so much a warn as a message to the user about lack of hardware support */
WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
......
......@@ -815,7 +815,8 @@ HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock*
/* Make appropriate texture active */
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GLACTIVETEXTURE(i);
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
checkGLcall("glActiveTextureARB");
} else if (i > 0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
}
......
......@@ -2100,8 +2100,13 @@ HRESULT WINAPI IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
/* Unbind the old texture */
glBindTexture(GL_TEXTURE_2D, 0);
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
/* We use texture unit 0 for blts */
GLACTIVETEXTURE(0);
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
checkGLcall("glActiveTextureARB");
} else {
WARN("Multi-texturing is unsupported in the local OpenGL implementation\n");
}
/* Disable some fancy graphics effects */
glDisable(GL_LIGHTING);
......
......@@ -194,39 +194,8 @@ extern int num_lock;
(vec)[1] = D3DCOLOR_G(dw); \
(vec)[2] = D3DCOLOR_B(dw); \
(vec)[3] = D3DCOLOR_A(dw);
/* Note: The following is purely to keep the source code as clear from #ifdefs as possible */
#if defined(GL_VERSION_1_3)
#define GLACTIVETEXTURE(textureNo) \
glActiveTexture(GL_TEXTURE0 + textureNo); \
checkGLcall("glActiveTexture");
#define GLCLIENTACTIVETEXTURE(textureNo) \
glClientActiveTexture(GL_TEXTURE0 + textureNo);
#define GLMULTITEXCOORD1F(a,b) \
glMultiTexCoord1f(GL_TEXTURE0 + a, b);
#define GLMULTITEXCOORD2F(a,b,c) \
glMultiTexCoord2f(GL_TEXTURE0 + a, b, c);
#define GLMULTITEXCOORD3F(a,b,c,d) \
glMultiTexCoord3f(GL_TEXTURE0 + a, b, c, d);
#define GLMULTITEXCOORD4F(a,b,c,d,e) \
glMultiTexCoord4f(GL_TEXTURE0 + a, b, c, d, e);
#define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP
#else
#define GLACTIVETEXTURE(textureNo) \
glActiveTextureARB(GL_TEXTURE0_ARB + textureNo); \
checkGLcall("glActiveTextureARB");
#define GLCLIENTACTIVETEXTURE(textureNo) \
glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo);
#define GLMULTITEXCOORD1F(a,b) \
glMultiTexCoord1fARB(GL_TEXTURE0_ARB + a, b);
#define GLMULTITEXCOORD2F(a,b,c) \
glMultiTexCoord2fARB(GL_TEXTURE0_ARB + a, b, c);
#define GLMULTITEXCOORD3F(a,b,c,d) \
glMultiTexCoord3fARB(GL_TEXTURE0_ARB + a, b, c, d);
#define GLMULTITEXCOORD4F(a,b,c,d,e) \
glMultiTexCoord4fARB(GL_TEXTURE0_ARB + a, b, c, d, e);
#define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP_ARB
#endif
/* DirectX Device Limits */
/* --------------------- */
......
......@@ -131,6 +131,51 @@
#endif
typedef void (APIENTRY *PGLFNBLENDCOLORPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
typedef void (APIENTRY *PGLFNBLENDEQUATIONPROC) (GLenum mode);
/* GL_ARB_multitexture */
#ifndef GL_ARB_multitexture
#define GL_ARB_multitexture 1
#define GL_TEXTURE0_ARB 0x84C0
#define GL_TEXTURE1_ARB 0x84C1
#define GL_TEXTURE2_ARB 0x84C2
#define GL_TEXTURE3_ARB 0x84C3
#define GL_TEXTURE4_ARB 0x84C4
#define GL_TEXTURE5_ARB 0x84C5
#define GL_TEXTURE6_ARB 0x84C6
#define GL_TEXTURE7_ARB 0x84C7
#define GL_TEXTURE8_ARB 0x84C8
#define GL_TEXTURE9_ARB 0x84C9
#define GL_TEXTURE10_ARB 0x84CA
#define GL_TEXTURE11_ARB 0x84CB
#define GL_TEXTURE12_ARB 0x84CC
#define GL_TEXTURE13_ARB 0x84CD
#define GL_TEXTURE14_ARB 0x84CE
#define GL_TEXTURE15_ARB 0x84CF
#define GL_TEXTURE16_ARB 0x84D0
#define GL_TEXTURE17_ARB 0x84D1
#define GL_TEXTURE18_ARB 0x84D2
#define GL_TEXTURE19_ARB 0x84D3
#define GL_TEXTURE20_ARB 0x84D4
#define GL_TEXTURE21_ARB 0x84D5
#define GL_TEXTURE22_ARB 0x84D6
#define GL_TEXTURE23_ARB 0x84D7
#define GL_TEXTURE24_ARB 0x84D8
#define GL_TEXTURE25_ARB 0x84D9
#define GL_TEXTURE26_ARB 0x84DA
#define GL_TEXTURE27_ARB 0x84DB
#define GL_TEXTURE28_ARB 0x84DC
#define GL_TEXTURE29_ARB 0x84DD
#define GL_TEXTURE30_ARB 0x84DE
#define GL_TEXTURE31_ARB 0x84DF
#define GL_ACTIVE_TEXTURE_ARB 0x84E0
#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1
#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2
#endif
typedef void (APIENTRY *WINED3D_PFNGLACTIVETEXTUREARBPROC) (GLenum texture);
typedef void (APIENTRY *WINED3D_PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture);
typedef void (APIENTRY *WINED3D_PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s);
typedef void (APIENTRY *WINED3D_PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t);
typedef void (APIENTRY *WINED3D_PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r);
typedef void (APIENTRY *WINED3D_PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
/* GL_ARB_point_parameters */
#ifndef GL_ARB_point_parameters
#define GL_ARB_point_parameters 1
......@@ -1346,6 +1391,13 @@ typedef enum _GL_SupportedExt {
/* GL_ARB_imaging */ \
USE_GL_FUNC(PGLFNBLENDCOLORPROC, glBlendColor); \
USE_GL_FUNC(PGLFNBLENDEQUATIONPROC, glBlendEquation); \
/* 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); \
/* GL_ARB_point_parameters */ \
USE_GL_FUNC(PGLFNGLPOINTPARAMETERFARBPROC, glPointParameterfARB); \
USE_GL_FUNC(PGLFNGLPOINTPARAMETERFVARBPROC, glPointParameterfvARB); \
......
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