Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-cw
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-cw
Commits
8cfb8436
Commit
8cfb8436
authored
May 23, 2006
by
Jason Green
Committed by
Alexandre Julliard
May 24, 2006
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: Added some GLSL defines and function prototypes.
parent
0d4afab7
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
116 additions
and
0 deletions
+116
-0
wined3d_gl.h
include/wine/wined3d_gl.h
+116
-0
No files found.
include/wine/wined3d_gl.h
View file @
8cfb8436
...
...
@@ -521,6 +521,82 @@ typedef GLvoid* (APIENTRY * PGLFNMAPBUFFERARBPROC) (GLenum target, GLenum access
typedef
GLboolean
(
APIENTRY
*
PGLFNUNMAPBUFFERARBPROC
)
(
GLenum
target
);
typedef
void
(
APIENTRY
*
PGLFNGETBUFFERPARAMETERIVARBPROC
)
(
GLenum
target
,
GLenum
pname
,
GLint
*
params
);
typedef
void
(
APIENTRY
*
PGLFNGETBUFFERPOINTERVARBPROC
)
(
GLenum
target
,
GLenum
pname
,
GLvoid
*
*
params
);
/* GL_ARB_shader_objects (GLSL) */
#ifndef GL_ARB_shader_objects
#define GL_ARB_shader_objects 1
typedef
char
GLcharARB
;
typedef
unsigned
int
GLhandleARB
;
#endif
#ifndef GL_ARB_fragment_shader
#define GL_ARB_fragment_shader 1
#define GL_FRAGMENT_SHADER_ARB 0x8B30
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49
#endif
#ifndef GL_ARB_vertex_shader
#define GL_ARB_vertex_shader 1
#define GL_PROGRAM_OBJECT_ARB 0x8B40
#define GL_SHADER_OBJECT_ARB 0x8B48
#define GL_OBJECT_TYPE_ARB 0x8B4E
#define GL_OBJECT_SUBTYPE_ARB 0x8B4F
#define GL_FLOAT_VEC2_ARB 0x8B50
#define GL_FLOAT_VEC3_ARB 0x8B51
#define GL_FLOAT_VEC4_ARB 0x8B52
#define GL_INT_VEC2_ARB 0x8B53
#define GL_INT_VEC3_ARB 0x8B54
#define GL_INT_VEC4_ARB 0x8B55
#define GL_BOOL_ARB 0x8B56
#define GL_BOOL_VEC2_ARB 0x8B57
#define GL_BOOL_VEC3_ARB 0x8B58
#define GL_BOOL_VEC4_ARB 0x8B59
#define GL_FLOAT_MAT2_ARB 0x8B5A
#define GL_FLOAT_MAT3_ARB 0x8B5B
#define GL_FLOAT_MAT4_ARB 0x8B5C
#define GL_SAMPLER_1D_ARB 0x8B5D
#define GL_SAMPLER_2D_ARB 0x8B5E
#define GL_SAMPLER_3D_ARB 0x8B5F
#define GL_SAMPLER_CUBE_ARB 0x8B60
#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61
#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62
#endif
typedef
void
(
APIENTRY
*
WINED3D_PFNGLGETOBJECTPARAMETERIVARBPROC
)
(
GLhandleARB
obj
,
GLenum
pname
,
GLint
*
params
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLGETOBJECTPARAMETERFVARBPROC
)
(
GLhandleARB
obj
,
GLenum
pname
,
GLfloat
*
params
);
typedef
GLint
(
APIENTRY
*
WINED3D_PFNGLGETUNIFORMLOCATIONARBPROC
)
(
GLhandleARB
programObj
,
const
GLcharARB
*
name
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLGETACTIVEUNIFORMARBPROC
)
(
GLhandleARB
programObj
,
GLuint
index
,
GLsizei
maxLength
,
GLsizei
*
length
,
GLint
*
size
,
GLenum
*
type
,
GLcharARB
*
name
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUNIFORM1IARBPROC
)
(
GLint
location
,
GLint
v0
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUNIFORM2IARBPROC
)
(
GLint
location
,
GLint
v0
,
GLint
v1
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUNIFORM3IARBPROC
)
(
GLint
location
,
GLint
v0
,
GLint
v1
,
GLint
v2
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUNIFORM4IARBPROC
)
(
GLint
location
,
GLint
v0
,
GLint
v1
,
GLint
v2
,
GLint
v3
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUNIFORM1FARBPROC
)
(
GLint
location
,
GLfloat
v0
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUNIFORM2FARBPROC
)
(
GLint
location
,
GLfloat
v0
,
GLfloat
v1
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUNIFORM3FARBPROC
)
(
GLint
location
,
GLfloat
v0
,
GLfloat
v1
,
GLfloat
v2
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUNIFORM4FARBPROC
)
(
GLint
location
,
GLfloat
v0
,
GLfloat
v1
,
GLfloat
v2
,
GLfloat
v3
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUNIFORM1IVARBPROC
)
(
GLint
location
,
GLsizei
count
,
const
GLint
*
value
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUNIFORM2IVARBPROC
)
(
GLint
location
,
GLsizei
count
,
const
GLint
*
value
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUNIFORM3IVARBPROC
)
(
GLint
location
,
GLsizei
count
,
const
GLint
*
value
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUNIFORM4IVARBPROC
)
(
GLint
location
,
GLsizei
count
,
const
GLint
*
value
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUNIFORM1FVARBPROC
)
(
GLint
location
,
GLsizei
count
,
const
GLfloat
*
value
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUNIFORM2FVARBPROC
)
(
GLint
location
,
GLsizei
count
,
const
GLfloat
*
value
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUNIFORM3FVARBPROC
)
(
GLint
location
,
GLsizei
count
,
const
GLfloat
*
value
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUNIFORM4FVARBPROC
)
(
GLint
location
,
GLsizei
count
,
const
GLfloat
*
value
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUNIFORMMATRIX2FVARBPROC
)
(
GLint
location
,
GLsizei
count
,
GLboolean
transpose
,
const
GLfloat
*
value
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUNIFORMMATRIX3FVARBPROC
)
(
GLint
location
,
GLsizei
count
,
GLboolean
transpose
,
const
GLfloat
*
value
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUNIFORMMATRIX4FVARBPROC
)
(
GLint
location
,
GLsizei
count
,
GLboolean
transpose
,
const
GLfloat
*
value
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLGETUNIFORMFVARBPROC
)
(
GLhandleARB
programObj
,
GLint
location
,
GLfloat
*
params
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLGETUNIFORMIVARBPROC
)
(
GLhandleARB
programObj
,
GLint
location
,
GLint
*
params
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLGETINFOLOGARBPROC
)
(
GLhandleARB
obj
,
GLsizei
maxLength
,
GLsizei
*
length
,
GLcharARB
*
infoLog
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLUSEPROGRAMOBJECTARBPROC
)
(
GLhandleARB
programObj
);
typedef
GLhandleARB
(
APIENTRY
*
WINED3D_PFNGLCREATESHADEROBJECTARBPROC
)
(
GLenum
shaderType
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLSHADERSOURCEARBPROC
)
(
GLhandleARB
shaderObj
,
GLsizei
count
,
const
GLcharARB
*
*
string
,
const
GLint
*
length
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLCOMPILESHADERARBPROC
)
(
GLhandleARB
shaderObj
);
typedef
GLhandleARB
(
APIENTRY
*
WINED3D_PFNGLCREATEPROGRAMOBJECTARBPROC
)
(
void
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLATTACHOBJECTARBPROC
)
(
GLhandleARB
containerObj
,
GLhandleARB
obj
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLLINKPROGRAMARBPROC
)
(
GLhandleARB
programObj
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLDETACHOBJECTARBPROC
)
(
GLhandleARB
containerObj
,
GLhandleARB
attachedObj
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLDELETEOBJECTARBPROC
)
(
GLhandleARB
obj
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLVALIDATEPROGRAMARBPROC
)
(
GLhandleARB
programObj
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLGETATTACHEDOBJECTSARBPROC
)
(
GLhandleARB
containerObj
,
GLsizei
maxCount
,
GLsizei
*
count
,
GLhandleARB
*
obj
);
typedef
GLhandleARB
(
APIENTRY
*
WINED3D_PFNGLGETHANDLEARBPROC
)
(
GLenum
pname
);
typedef
void
(
APIENTRY
*
WINED3D_PFNGLGETSHADERSOURCEARBPROC
)
(
GLhandleARB
obj
,
GLsizei
maxLength
,
GLsizei
*
length
,
GLcharARB
*
source
);
/* GL_EXT_texture_compression_s3tc */
#ifndef GL_EXT_texture_compression_s3tc
#define GL_EXT_texture_compression_s3tc 1
...
...
@@ -1233,6 +1309,46 @@ typedef enum _GL_SupportedExt {
USE_GL_FUNC(PGLFNVERTEXATTRIBPOINTERARBPROC, glVertexAttribPointerARB); \
USE_GL_FUNC(PGLFNENABLEVERTEXATTRIBARRAYARBPROC, glEnableVertexAttribArrayARB); \
USE_GL_FUNC(PGLFNDISABLEVERTEXATTRIBARRAYARBPROC, glDisableVertexAttribArrayARB); \
/* 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_PFNGLUNIFORM1IVARBPROC, glUniform1fvARB); \
USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IVARBPROC, glUniform2fvARB); \
USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IVARBPROC, 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); \
/* GL_EXT_stencil_two_side */
\
USE_GL_FUNC(PGLFNACTIVESTENCILFACEEXTPROC, glActiveStencilFaceEXT); \
/* GL_ATI_separate_stencil */
\
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment