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/*
* Direct3D wine OpenGL include file
*
* Copyright 2002-2003 The wine-d3d team
* Copyright 2002-2004 Jason Edmeades
* Raphael Junqueira
* Copyright 2007 Roderick Colenbrander
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __WINE_WINED3D_GL_H
#define __WINE_WINED3D_GL_H
#include "wine/wgl.h"
#include "wine/wglext.h"
#define GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI 0x8837 /* not in the gl spec */
void (WINE_GLAPI *glDisableWINE)(GLenum cap) DECLSPEC_HIDDEN;
void (WINE_GLAPI *glEnableWINE)(GLenum cap) DECLSPEC_HIDDEN;
/* OpenGL extensions. */
enum wined3d_gl_extension
{
WINED3D_GL_EXT_NONE,
/* APPLE */
APPLE_CLIENT_STORAGE,
APPLE_FENCE,
APPLE_FLOAT_PIXELS,
APPLE_FLUSH_BUFFER_RANGE,
APPLE_YCBCR_422,
/* ARB */
ARB_BLEND_FUNC_EXTENDED,
ARB_COLOR_BUFFER_FLOAT,
ARB_DEBUG_OUTPUT,
ARB_DEPTH_BUFFER_FLOAT,
ARB_DEPTH_TEXTURE,
ARB_DRAW_BUFFERS,
ARB_DRAW_ELEMENTS_BASE_VERTEX,
ARB_DRAW_INSTANCED,
ARB_FRAGMENT_PROGRAM,
ARB_FRAGMENT_SHADER,
ARB_FRAMEBUFFER_OBJECT,
ARB_FRAMEBUFFER_SRGB,
ARB_GEOMETRY_SHADER4,
ARB_HALF_FLOAT_PIXEL,
ARB_HALF_FLOAT_VERTEX,
ARB_INSTANCED_ARRAYS,
ARB_INTERNALFORMAT_QUERY2,
ARB_MAP_BUFFER_ALIGNMENT,
ARB_MAP_BUFFER_RANGE,
ARB_MULTISAMPLE,
ARB_MULTITEXTURE,
ARB_OCCLUSION_QUERY,
ARB_PIXEL_BUFFER_OBJECT,
ARB_POINT_PARAMETERS,
ARB_POINT_SPRITE,
ARB_PROVOKING_VERTEX,
ARB_SAMPLER_OBJECTS,
ARB_SHADER_BIT_ENCODING,
ARB_SHADER_OBJECTS,
ARB_SHADER_TEXTURE_LOD,
ARB_SHADING_LANGUAGE_100,
ARB_SHADOW,
ARB_SYNC,
ARB_TEXTURE_BORDER_CLAMP,
ARB_TEXTURE_COMPRESSION,
ARB_TEXTURE_COMPRESSION_RGTC,
ARB_TEXTURE_CUBE_MAP,
ARB_TEXTURE_ENV_COMBINE,
ARB_TEXTURE_ENV_DOT3,
ARB_TEXTURE_FLOAT,
ARB_TEXTURE_MIRRORED_REPEAT,
ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE,
ARB_TEXTURE_NON_POWER_OF_TWO,
ARB_TEXTURE_RECTANGLE,
ARB_TEXTURE_RG,
ARB_TIMER_QUERY,
ARB_UNIFORM_BUFFER_OBJECT,
ARB_VERTEX_ARRAY_BGRA,
ARB_VERTEX_BLEND,
ARB_VERTEX_BUFFER_OBJECT,
ARB_VERTEX_PROGRAM,
ARB_VERTEX_SHADER,
/* ATI */
ATI_FRAGMENT_SHADER,
ATI_SEPARATE_STENCIL,
ATI_TEXTURE_COMPRESSION_3DC,
ATI_TEXTURE_ENV_COMBINE3,
ATI_TEXTURE_MIRROR_ONCE,
/* EXT */
EXT_BLEND_COLOR,
EXT_BLEND_EQUATION_SEPARATE,
EXT_BLEND_FUNC_SEPARATE,
EXT_BLEND_MINMAX,
EXT_BLEND_SUBTRACT,
EXT_DRAW_BUFFERS2,
EXT_DEPTH_BOUNDS_TEST,
EXT_FOG_COORD,
EXT_FRAMEBUFFER_BLIT,
EXT_FRAMEBUFFER_MULTISAMPLE,
EXT_FRAMEBUFFER_OBJECT,
EXT_GPU_PROGRAM_PARAMETERS,
EXT_GPU_SHADER4,
EXT_PACKED_DEPTH_STENCIL,
EXT_POINT_PARAMETERS,
EXT_PROVOKING_VERTEX,
EXT_SECONDARY_COLOR,
EXT_STENCIL_TWO_SIDE,
EXT_STENCIL_WRAP,
EXT_TEXTURE3D,
EXT_TEXTURE_COMPRESSION_RGTC,
EXT_TEXTURE_COMPRESSION_S3TC,
EXT_TEXTURE_ENV_COMBINE,
EXT_TEXTURE_ENV_DOT3,
EXT_TEXTURE_FILTER_ANISOTROPIC,
EXT_TEXTURE_LOD_BIAS,
EXT_TEXTURE_MIRROR_CLAMP,
EXT_TEXTURE_SNORM,
EXT_TEXTURE_SRGB,
EXT_TEXTURE_SRGB_DECODE,
EXT_VERTEX_ARRAY_BGRA,
/* NVIDIA */
NV_FENCE,
NV_FOG_DISTANCE,
NV_FRAGMENT_PROGRAM,
NV_FRAGMENT_PROGRAM2,
NV_FRAGMENT_PROGRAM_OPTION,
NV_HALF_FLOAT,
NV_LIGHT_MAX_EXPONENT,
NV_POINT_SPRITE,
NV_REGISTER_COMBINERS,
NV_REGISTER_COMBINERS2,
NV_TEXGEN_REFLECTION,
NV_TEXTURE_ENV_COMBINE4,
NV_TEXTURE_SHADER,
NV_TEXTURE_SHADER2,
NV_VERTEX_PROGRAM,
NV_VERTEX_PROGRAM1_1,
NV_VERTEX_PROGRAM2,
NV_VERTEX_PROGRAM2_OPTION,
NV_VERTEX_PROGRAM3,
/* SGI */
SGIS_GENERATE_MIPMAP,
/* WGL extensions */
WGL_ARB_PIXEL_FORMAT,
WGL_EXT_SWAP_CONTROL,
WGL_WINE_PIXEL_FORMAT_PASSTHROUGH,
/* Internally used */
WINED3D_GL_NORMALIZED_TEXRECT,
WINED3D_GL_VERSION_2_0,
WINED3D_GL_EXT_COUNT,
};
#endif /* __WINE_WINED3D_GL */