/* * Compatibility functions for older GL implementations * * Copyright 2008 Stefan Dösinger for CodeWeavers * * 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 */ #include "config.h" #include "wine/port.h" #include <stdio.h> #ifdef HAVE_FLOAT_H # include <float.h> #endif #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(gl_compat); /* Start GL_ARB_multitexture emulation */ static void WINE_GLAPI wine_glMultiTexCoord1fARB(GLenum target, GLfloat s) { if(target != GL_TEXTURE0) { ERR("Texture unit > 0 used, but GL_ARB_multitexture is not supported\n"); return; } context_get_current()->gl_info->gl_ops.gl.p_glTexCoord1f(s); } static void WINE_GLAPI wine_glMultiTexCoord1fvARB(GLenum target, const GLfloat *v) { if(target != GL_TEXTURE0) { ERR("Texture unit > 0 used, but GL_ARB_multitexture is not supported\n"); return; } context_get_current()->gl_info->gl_ops.gl.p_glTexCoord1fv(v); } static void WINE_GLAPI wine_glMultiTexCoord2fARB(GLenum target, GLfloat s, GLfloat t) { if(target != GL_TEXTURE0) { ERR("Texture unit > 0 used, but GL_ARB_multitexture is not supported\n"); return; } context_get_current()->gl_info->gl_ops.gl.p_glTexCoord2f(s, t); } static void WINE_GLAPI wine_glMultiTexCoord2fvARB(GLenum target, const GLfloat *v) { if(target != GL_TEXTURE0) { ERR("Texture unit > 0 used, but GL_ARB_multitexture is not supported\n"); return; } context_get_current()->gl_info->gl_ops.gl.p_glTexCoord2fv(v); } static void WINE_GLAPI wine_glMultiTexCoord3fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r) { if(target != GL_TEXTURE0) { ERR("Texture unit > 0 used, but GL_ARB_multitexture is not supported\n"); return; } context_get_current()->gl_info->gl_ops.gl.p_glTexCoord3f(s, t, r); } static void WINE_GLAPI wine_glMultiTexCoord3fvARB(GLenum target, const GLfloat *v) { if(target != GL_TEXTURE0) { ERR("Texture unit > 0 used, but GL_ARB_multitexture is not supported\n"); return; } context_get_current()->gl_info->gl_ops.gl.p_glTexCoord3fv(v); } static void WINE_GLAPI wine_glMultiTexCoord4fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) { if(target != GL_TEXTURE0) { ERR("Texture unit > 0 used, but GL_ARB_multitexture is not supported\n"); return; } context_get_current()->gl_info->gl_ops.gl.p_glTexCoord4f(s, t, r, q); } static void WINE_GLAPI wine_glMultiTexCoord4fvARB(GLenum target, const GLfloat *v) { if(target != GL_TEXTURE0) { ERR("Texture unit > 0 used, but GL_ARB_multitexture is not supported\n"); return; } context_get_current()->gl_info->gl_ops.gl.p_glTexCoord4fv(v); } static void WINE_GLAPI wine_glMultiTexCoord2svARB(GLenum target, const GLshort *v) { if(target != GL_TEXTURE0) { ERR("Texture unit > 0 used, but GL_ARB_multitexture is not supported\n"); return; } context_get_current()->gl_info->gl_ops.gl.p_glTexCoord2sv(v); } static void WINE_GLAPI wine_glMultiTexCoord4svARB(GLenum target, const GLshort *v) { if(target != GL_TEXTURE0) { ERR("Texture unit > 0 used, but GL_ARB_multitexture is not supported\n"); return; } context_get_current()->gl_info->gl_ops.gl.p_glTexCoord4sv(v); } static void WINE_GLAPI wine_glActiveTextureARB(GLenum texture) { if(texture != GL_TEXTURE0) { ERR("Texture unit > 0 used, but GL_ARB_multitexture is not supported\n"); return; } } static void WINE_GLAPI wine_glClientActiveTextureARB(GLenum texture) { if(texture != GL_TEXTURE0) { ERR("Texture unit > 0 used, but GL_ARB_multitexture is not supported\n"); return; } } static void (WINE_GLAPI *old_multitex_glGetIntegerv) (GLenum pname, GLint* params) = NULL; static void WINE_GLAPI wine_glGetIntegerv(GLenum pname, GLint* params) { switch(pname) { case GL_ACTIVE_TEXTURE: *params = 0; break; case GL_MAX_TEXTURE_UNITS_ARB: *params = 1; break; default: old_multitex_glGetIntegerv(pname, params); } } static void (WINE_GLAPI *old_multitex_glGetFloatv) (GLenum pname, GLfloat* params) = NULL; static void WINE_GLAPI wine_glGetFloatv(GLenum pname, GLfloat* params) { if (pname == GL_ACTIVE_TEXTURE) *params = 0.0f; else old_multitex_glGetFloatv(pname, params); } static void (WINE_GLAPI *old_multitex_glGetDoublev) (GLenum pname, GLdouble* params) = NULL; static void WINE_GLAPI wine_glGetDoublev(GLenum pname, GLdouble* params) { if(pname == GL_ACTIVE_TEXTURE) *params = 0.0; else old_multitex_glGetDoublev(pname, params); } /* Start GL_EXT_fogcoord emulation */ static void (WINE_GLAPI *old_fogcoord_glEnable) (GLenum cap) = NULL; static void WINE_GLAPI wine_glEnable(GLenum cap) { if(cap == GL_FOG) { struct wined3d_context *ctx = context_get_current(); ctx->fog_enabled = 1; if(ctx->gl_fog_source != GL_FRAGMENT_DEPTH_EXT) return; } old_fogcoord_glEnable(cap); } static void (WINE_GLAPI *old_fogcoord_glDisable) (GLenum cap) = NULL; static void WINE_GLAPI wine_glDisable(GLenum cap) { if(cap == GL_FOG) { struct wined3d_context *ctx = context_get_current(); ctx->fog_enabled = 0; if(ctx->gl_fog_source != GL_FRAGMENT_DEPTH_EXT) return; } old_fogcoord_glDisable(cap); } static void (WINE_GLAPI *old_fogcoord_glFogi) (GLenum pname, GLint param) = NULL; static void WINE_GLAPI wine_glFogi(GLenum pname, GLint param) { struct wined3d_context *ctx = context_get_current(); if(pname == GL_FOG_COORDINATE_SOURCE_EXT) { ctx->gl_fog_source = param; if(param == GL_FRAGMENT_DEPTH_EXT) { if(ctx->fog_enabled) old_fogcoord_glEnable(GL_FOG); } else { WARN("Fog coords activated, but not supported. Using slow emulation\n"); old_fogcoord_glDisable(GL_FOG); } } else { if(pname == GL_FOG_START) { ctx->fogstart = (float) param; } else if(pname == GL_FOG_END) { ctx->fogend = (float) param; } old_fogcoord_glFogi(pname, param); } } static void (WINE_GLAPI *old_fogcoord_glFogiv) (GLenum pname, const GLint *param) = NULL; static void WINE_GLAPI wine_glFogiv(GLenum pname, const GLint *param) { struct wined3d_context *ctx = context_get_current(); if(pname == GL_FOG_COORDINATE_SOURCE_EXT) { ctx->gl_fog_source = *param; if(*param == GL_FRAGMENT_DEPTH_EXT) { if(ctx->fog_enabled) old_fogcoord_glEnable(GL_FOG); } else { WARN("Fog coords activated, but not supported. Using slow emulation\n"); old_fogcoord_glDisable(GL_FOG); } } else { if(pname == GL_FOG_START) { ctx->fogstart = (float) *param; } else if(pname == GL_FOG_END) { ctx->fogend = (float) *param; } old_fogcoord_glFogiv(pname, param); } } static void (WINE_GLAPI *old_fogcoord_glFogf) (GLenum pname, GLfloat param) = NULL; static void WINE_GLAPI wine_glFogf(GLenum pname, GLfloat param) { struct wined3d_context *ctx = context_get_current(); if(pname == GL_FOG_COORDINATE_SOURCE_EXT) { ctx->gl_fog_source = (GLint) param; if(param == GL_FRAGMENT_DEPTH_EXT) { if(ctx->fog_enabled) old_fogcoord_glEnable(GL_FOG); } else { WARN("Fog coords activated, but not supported. Using slow emulation\n"); old_fogcoord_glDisable(GL_FOG); } } else { if(pname == GL_FOG_START) { ctx->fogstart = param; } else if(pname == GL_FOG_END) { ctx->fogend = param; } old_fogcoord_glFogf(pname, param); } } static void (WINE_GLAPI *old_fogcoord_glFogfv) (GLenum pname, const GLfloat *param) = NULL; static void WINE_GLAPI wine_glFogfv(GLenum pname, const GLfloat *param) { struct wined3d_context *ctx = context_get_current(); if(pname == GL_FOG_COORDINATE_SOURCE_EXT) { ctx->gl_fog_source = (GLint) *param; if(*param == GL_FRAGMENT_DEPTH_EXT) { if(ctx->fog_enabled) old_fogcoord_glEnable(GL_FOG); } else { WARN("Fog coords activated, but not supported. Using slow emulation\n"); old_fogcoord_glDisable(GL_FOG); } } else { if(pname == GL_FOG_COLOR) { ctx->fogcolor[0] = param[0]; ctx->fogcolor[1] = param[1]; ctx->fogcolor[2] = param[2]; ctx->fogcolor[3] = param[3]; } else if(pname == GL_FOG_START) { ctx->fogstart = *param; } else if(pname == GL_FOG_END) { ctx->fogend = *param; } old_fogcoord_glFogfv(pname, param); } } static void (WINE_GLAPI *old_fogcoord_glVertex4f) (GLfloat x, GLfloat y, GLfloat z, GLfloat w) = NULL; static void (WINE_GLAPI *old_fogcoord_glVertex4fv) (const GLfloat *pos) = NULL; static void (WINE_GLAPI *old_fogcoord_glVertex3f) (GLfloat x, GLfloat y, GLfloat z) = NULL; static void (WINE_GLAPI *old_fogcoord_glVertex3fv) (const GLfloat *pos) = NULL; static void (WINE_GLAPI *old_fogcoord_glColor4f) (GLfloat r, GLfloat g, GLfloat b, GLfloat a) = NULL; static void (WINE_GLAPI *old_fogcoord_glColor4fv) (const GLfloat *color) = NULL; static void (WINE_GLAPI *old_fogcoord_glColor3f) (GLfloat r, GLfloat g, GLfloat b) = NULL; static void (WINE_GLAPI *old_fogcoord_glColor3fv) (const GLfloat *color) = NULL; static void (WINE_GLAPI *old_fogcoord_glColor4ub) (GLubyte r, GLubyte g, GLubyte b, GLubyte a) = NULL; static void (WINE_GLAPI *old_fogcoord_glFogCoordfEXT) (GLfloat f) = NULL; static void (WINE_GLAPI *old_fogcoord_glFogCoorddEXT) (GLdouble f) = NULL; static void (WINE_GLAPI *old_fogcoord_glFogCoordfvEXT) (const GLfloat *f) = NULL; static void (WINE_GLAPI *old_fogcoord_glFogCoorddvEXT) (const GLdouble *f) = NULL; static void WINE_GLAPI wine_glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) { struct wined3d_context *ctx = context_get_current(); if(ctx->gl_fog_source == GL_FOG_COORDINATE_EXT && ctx->fog_enabled) { GLfloat c[4] = {ctx->color[0], ctx->color[1], ctx->color[2], ctx->color[3]}; GLfloat i; i = (ctx->fogend - ctx->fog_coord_value) / (ctx->fogend - ctx->fogstart); c[0] = i * c[0] + (1.0f - i) * ctx->fogcolor[0]; c[1] = i * c[1] + (1.0f - i) * ctx->fogcolor[1]; c[2] = i * c[2] + (1.0f - i) * ctx->fogcolor[2]; old_fogcoord_glColor4f(c[0], c[1], c[2], c[3]); old_fogcoord_glVertex4f(x, y, z, w); } else { old_fogcoord_glVertex4f(x, y, z, w); } } static void WINE_GLAPI wine_glVertex4fv(const GLfloat *pos) { wine_glVertex4f(pos[0], pos[1], pos[2], pos[3]); } static void WINE_GLAPI wine_glVertex3f(GLfloat x, GLfloat y, GLfloat z) { wine_glVertex4f(x, y, z, 1.0f); } static void WINE_GLAPI wine_glVertex3fv(const GLfloat *pos) { wine_glVertex4f(pos[0], pos[1], pos[2], 1.0f); } static void WINE_GLAPI wine_glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { struct wined3d_context *ctx = context_get_current(); ctx->color[0] = r; ctx->color[1] = g; ctx->color[2] = b; ctx->color[3] = a; old_fogcoord_glColor4f(r, g, b, a); } static void WINE_GLAPI wine_glColor4fv(const GLfloat *c) { wine_glColor4f(c[0], c[1], c[2], c[3]); } static void WINE_GLAPI wine_glColor3f(GLfloat r, GLfloat g, GLfloat b) { wine_glColor4f(r, g, b, 1.0f); } static void WINE_GLAPI wine_glColor3fv(const GLfloat *c) { wine_glColor4f(c[0], c[1], c[2], 1.0f); } static void WINE_GLAPI wine_glColor4ub(GLubyte r, GLubyte g, GLubyte b, GLubyte a) { wine_glColor4f(r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f); } /* In D3D the fog coord is a UBYTE, so there's no problem with using the single * precision function */ static void WINE_GLAPI wine_glFogCoordfEXT(GLfloat f) { struct wined3d_context *ctx = context_get_current(); ctx->fog_coord_value = f; } static void WINE_GLAPI wine_glFogCoorddEXT(GLdouble f) { wine_glFogCoordfEXT((GLfloat) f); } static void WINE_GLAPI wine_glFogCoordfvEXT(const GLfloat *f) { wine_glFogCoordfEXT(*f); } static void WINE_GLAPI wine_glFogCoorddvEXT(const GLdouble *f) { wine_glFogCoordfEXT((GLfloat) *f); } /* End GL_EXT_fog_coord emulation */ void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) { if (!gl_info->supported[ARB_MULTITEXTURE]) { TRACE("Applying GL_ARB_multitexture emulation hooks\n"); gl_info->gl_ops.ext.p_glActiveTextureARB = wine_glActiveTextureARB; gl_info->gl_ops.ext.p_glClientActiveTextureARB = wine_glClientActiveTextureARB; gl_info->gl_ops.ext.p_glMultiTexCoord1fARB = wine_glMultiTexCoord1fARB; gl_info->gl_ops.ext.p_glMultiTexCoord1fvARB = wine_glMultiTexCoord1fvARB; gl_info->gl_ops.ext.p_glMultiTexCoord2fARB = wine_glMultiTexCoord2fARB; gl_info->gl_ops.ext.p_glMultiTexCoord2fvARB = wine_glMultiTexCoord2fvARB; gl_info->gl_ops.ext.p_glMultiTexCoord3fARB = wine_glMultiTexCoord3fARB; gl_info->gl_ops.ext.p_glMultiTexCoord3fvARB = wine_glMultiTexCoord3fvARB; gl_info->gl_ops.ext.p_glMultiTexCoord4fARB = wine_glMultiTexCoord4fARB; gl_info->gl_ops.ext.p_glMultiTexCoord4fvARB = wine_glMultiTexCoord4fvARB; gl_info->gl_ops.ext.p_glMultiTexCoord2svARB = wine_glMultiTexCoord2svARB; gl_info->gl_ops.ext.p_glMultiTexCoord4svARB = wine_glMultiTexCoord4svARB; if(old_multitex_glGetIntegerv) { FIXME("GL_ARB_multitexture glGetIntegerv hook already applied\n"); } else { old_multitex_glGetIntegerv = gl_info->gl_ops.gl.p_glGetIntegerv; gl_info->gl_ops.gl.p_glGetIntegerv = wine_glGetIntegerv; } if(old_multitex_glGetFloatv) { FIXME("GL_ARB_multitexture glGetGloatv hook already applied\n"); } else { old_multitex_glGetFloatv = gl_info->gl_ops.gl.p_glGetFloatv; gl_info->gl_ops.gl.p_glGetFloatv = wine_glGetFloatv; } if(old_multitex_glGetDoublev) { FIXME("GL_ARB_multitexture glGetDoublev hook already applied\n"); } else { old_multitex_glGetDoublev = gl_info->gl_ops.gl.p_glGetDoublev; gl_info->gl_ops.gl.p_glGetDoublev = wine_glGetDoublev; } gl_info->supported[ARB_MULTITEXTURE] = TRUE; } if (!gl_info->supported[EXT_FOG_COORD]) { /* This emulation isn't perfect. There are a number of potential problems, but they should * not matter in practise: * * Fog vs fragment shader: If we are using GL_ARB_fragment_program with the fog option, the * glDisable(GL_FOG) here won't matter. However, if we have GL_ARB_fragment_program, it is pretty * unlikely that we don't have GL_EXT_fog_coord. Besides, we probably have GL_ARB_vertex_program * too, which would allow fog coord emulation in a fixed function vertex pipeline replacement. * * Fog vs texture: We apply the fog in the vertex color. An app could set up texturing settings which * ignore the vertex color, thus effectively disabling our fog. However, in D3D this type of fog is * a per-vertex fog too, so the apps shouldn't do that. * * Fog vs lighting: The app could in theory use D3DFOG_NONE table and D3DFOG_NONE vertex fog with * untransformed vertices. That enables lighting and fog coords at the same time, and the lighting * calculations could affect the already blended in fog color. There's nothing we can do against that, * but most apps using fog color do their own lighting too and often even use RHW vertices. So live * with it. */ TRACE("Applying GL_ARB_fog_coord emulation hooks\n"); /* This probably means that the implementation doesn't advertise the extension, but implicitly supports * it via the GL core version, or someone messed around in the extension table in directx.c. Add version- * dependent loading for this extension if we ever hit this situation */ if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) { FIXME("GL implementation supports GL_ARB_fragment_program but not GL_EXT_fog_coord\n"); FIXME("The fog coord emulation will most likely fail\n"); } else if (gl_info->supported[ARB_FRAGMENT_SHADER]) { FIXME("GL implementation supports GL_ARB_fragment_shader but not GL_EXT_fog_coord\n"); FIXME("The fog coord emulation will most likely fail\n"); } if(old_fogcoord_glFogi) { FIXME("GL_EXT_fogcoord glFogi hook already applied\n"); } else { old_fogcoord_glFogi = gl_info->gl_ops.gl.p_glFogi; gl_info->gl_ops.gl.p_glFogi = wine_glFogi; } if(old_fogcoord_glFogiv) { FIXME("GL_EXT_fogcoord glFogiv hook already applied\n"); } else { old_fogcoord_glFogiv = gl_info->gl_ops.gl.p_glFogiv; gl_info->gl_ops.gl.p_glFogiv = wine_glFogiv; } if(old_fogcoord_glFogf) { FIXME("GL_EXT_fogcoord glFogf hook already applied\n"); } else { old_fogcoord_glFogf = gl_info->gl_ops.gl.p_glFogf; gl_info->gl_ops.gl.p_glFogf = wine_glFogf; } if(old_fogcoord_glFogfv) { FIXME("GL_EXT_fogcoord glFogfv hook already applied\n"); } else { old_fogcoord_glFogfv = gl_info->gl_ops.gl.p_glFogfv; gl_info->gl_ops.gl.p_glFogfv = wine_glFogfv; } if(old_fogcoord_glEnable) { FIXME("GL_EXT_fogcoord glEnable hook already applied\n"); } else { old_fogcoord_glEnable = glEnableWINE; glEnableWINE = wine_glEnable; } if(old_fogcoord_glDisable) { FIXME("GL_EXT_fogcoord glDisable hook already applied\n"); } else { old_fogcoord_glDisable = glDisableWINE; glDisableWINE = wine_glDisable; } if(old_fogcoord_glVertex4f) { FIXME("GL_EXT_fogcoord glVertex4f hook already applied\n"); } else { old_fogcoord_glVertex4f = gl_info->gl_ops.gl.p_glVertex4f; gl_info->gl_ops.gl.p_glVertex4f = wine_glVertex4f; } if(old_fogcoord_glVertex4fv) { FIXME("GL_EXT_fogcoord glVertex4fv hook already applied\n"); } else { old_fogcoord_glVertex4fv = gl_info->gl_ops.gl.p_glVertex4fv; gl_info->gl_ops.gl.p_glVertex4fv = wine_glVertex4fv; } if(old_fogcoord_glVertex3f) { FIXME("GL_EXT_fogcoord glVertex3f hook already applied\n"); } else { old_fogcoord_glVertex3f = gl_info->gl_ops.gl.p_glVertex3f; gl_info->gl_ops.gl.p_glVertex3f = wine_glVertex3f; } if(old_fogcoord_glVertex3fv) { FIXME("GL_EXT_fogcoord glVertex3fv hook already applied\n"); } else { old_fogcoord_glVertex3fv = gl_info->gl_ops.gl.p_glVertex3fv; gl_info->gl_ops.gl.p_glVertex3fv = wine_glVertex3fv; } if(old_fogcoord_glColor4f) { FIXME("GL_EXT_fogcoord glColor4f hook already applied\n"); } else { old_fogcoord_glColor4f = gl_info->gl_ops.gl.p_glColor4f; gl_info->gl_ops.gl.p_glColor4f = wine_glColor4f; } if(old_fogcoord_glColor4fv) { FIXME("GL_EXT_fogcoord glColor4fv hook already applied\n"); } else { old_fogcoord_glColor4fv = gl_info->gl_ops.gl.p_glColor4fv; gl_info->gl_ops.gl.p_glColor4fv = wine_glColor4fv; } if(old_fogcoord_glColor3f) { FIXME("GL_EXT_fogcoord glColor3f hook already applied\n"); } else { old_fogcoord_glColor3f = gl_info->gl_ops.gl.p_glColor3f; gl_info->gl_ops.gl.p_glColor3f = wine_glColor3f; } if(old_fogcoord_glColor3fv) { FIXME("GL_EXT_fogcoord glColor3fv hook already applied\n"); } else { old_fogcoord_glColor3fv = gl_info->gl_ops.gl.p_glColor3fv; gl_info->gl_ops.gl.p_glColor3fv = wine_glColor3fv; } if(old_fogcoord_glColor4ub) { FIXME("GL_EXT_fogcoord glColor4ub hook already applied\n"); } else { old_fogcoord_glColor4ub = gl_info->gl_ops.gl.p_glColor4ub; gl_info->gl_ops.gl.p_glColor4ub = wine_glColor4ub; } if(old_fogcoord_glFogCoordfEXT) { FIXME("GL_EXT_fogcoord glFogCoordfEXT hook already applied\n"); } else { old_fogcoord_glFogCoordfEXT = gl_info->gl_ops.ext.p_glFogCoordfEXT; gl_info->gl_ops.ext.p_glFogCoordfEXT = wine_glFogCoordfEXT; } if(old_fogcoord_glFogCoordfvEXT) { FIXME("GL_EXT_fogcoord glFogCoordfvEXT hook already applied\n"); } else { old_fogcoord_glFogCoordfvEXT = gl_info->gl_ops.ext.p_glFogCoordfvEXT; gl_info->gl_ops.ext.p_glFogCoordfvEXT = wine_glFogCoordfvEXT; } if(old_fogcoord_glFogCoorddEXT) { FIXME("GL_EXT_fogcoord glFogCoorddEXT hook already applied\n"); } else { old_fogcoord_glFogCoorddEXT = gl_info->gl_ops.ext.p_glFogCoorddEXT; gl_info->gl_ops.ext.p_glFogCoorddEXT = wine_glFogCoorddEXT; } if(old_fogcoord_glFogCoorddvEXT) { FIXME("GL_EXT_fogcoord glFogCoorddvEXT hook already applied\n"); } else { old_fogcoord_glFogCoorddvEXT = gl_info->gl_ops.ext.p_glFogCoorddvEXT; gl_info->gl_ops.ext.p_glFogCoorddvEXT = wine_glFogCoorddvEXT; } gl_info->supported[EXT_FOG_COORD] = TRUE; } }