void (WINE_GLAPI *glVertexPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) DECLSPEC_HIDDEN;
void (WINE_GLAPI *glViewport)(GLint x, GLint y, GLsizei width, GLsizei height) DECLSPEC_HIDDEN;
void (WINE_GLAPI *glPointParameterfv)(GLenum pname, const GLfloat *params) DECLSPEC_HIDDEN;
+void (WINE_GLAPI *glPointParameteri)(GLenum name, GLint value) DECLSPEC_HIDDEN;
/* glFinish and glFlush are always loaded from opengl32.dll, thus they always have
* __stdcall calling convention.
USE_GL_FUNC(glVertexPointer) \
USE_GL_FUNC(glViewport) \
USE_GL_FUNC(glPointParameterfv) \
+ USE_GL_FUNC(glPointParameteri) \
#define WGL_FUNCS_GEN \
USE_WGL_FUNC(wglCreateContext) \
ARB_SYNC,
ARB_TEXTURE_BORDER_CLAMP,
ARB_TEXTURE_COMPRESSION,
+ ARB_TEXTURE_COMPRESSION_RGTC,
ARB_TEXTURE_CUBE_MAP,
ARB_TEXTURE_ENV_ADD,
ARB_TEXTURE_ENV_COMBINE,
EXT_BLEND_FUNC_SEPARATE,
EXT_BLEND_MINMAX,
EXT_DRAW_BUFFERS2,
+ EXT_DEPTH_BOUNDS_TEST,
EXT_FOG_COORD,
EXT_FRAMEBUFFER_BLIT,
EXT_FRAMEBUFFER_MULTISAMPLE,
NV_FRAGMENT_PROGRAM_OPTION,
NV_HALF_FLOAT,
NV_LIGHT_MAX_EXPONENT,
+ NV_POINT_SPRITE,
NV_REGISTER_COMBINERS,
NV_REGISTER_COMBINERS2,
NV_TEXGEN_REFLECTION,
WGL_ARB_PIXEL_FORMAT,
WGL_WINE_PIXEL_FORMAT_PASSTHROUGH,
/* Internally used */
- WINE_NORMALIZED_TEXRECT,
+ WINED3D_GL_NORMALIZED_TEXRECT,
+ WINED3D_GL_VERSION_2_0,
WINED3D_GL_EXT_COUNT,
} GL_SupportedExt;
#define GL_CLAMP_TO_BORDER_ARB 0x812d
#endif
+/* GL_ARB_texture_compression_rgtc */
+#ifndef GL_ARB_texture_compression_rgtc
+#define GL_ARB_texture_compression_rgtc 1
+#define GL_COMPRESSED_RED_RGTC1 0x8dbb
+#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8dbc
+#define GL_COMPRESSED_RED_GREEN_RGTC2 0x8dbd
+#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2 0x8dbe
+#endif
+
/* GL_ARB_texture_cube_map */
#ifndef GL_ARB_texture_cube_map
#define GL_ARB_texture_cube_map 1
typedef void (WINE_GLAPI *PGLFNBLENDFUNCSEPARATEEXTPROC)(GLenum sfactorRGB, GLenum dfactorRGB,
GLenum sfactorAlpha, GLenum dfactorAlpha);
+/* GL_EXT_depth_bounds_test */
+#ifndef GL_EXT_depth_bounds_test
+#define GL_EXT_depth_bounds_test 1
+#define GL_DEPTH_BOUNDS_TEST_EXT 0x8890
+#define GL_DEPTH_BOUNDS_EXT 0x8891
+#endif
+typedef void (WINE_GLAPI *PGLFNDEPTHBOUNDSEXTPROC)(GLclampd zmin, GLclampd zmax);
+
/* GL_EXT_draw_buffers2 */
typedef GLvoid (WINE_GLAPI *PGLFNCOLORMASKINDEXEDEXTPROC)(GLuint buffer_idx, GLboolean r, GLboolean g,
GLboolean b, GLboolean a);
#define GL_MAX_SPOT_EXPONENT_NV 0x8505
#endif
+/* GL_NV_point_sprite */
+#ifndef GL_NV_point_sprite
+#define GL_NV_point_sprite 1
+#define GL_NV_POINT_SPRITE_NV 0x8861
+#define GL_NV_COORD_REPLACE_NV 0x8862
+#define GL_NV_POINT_SPRITE_R_MODE_NV 0x8863
+#endif
+typedef void (WINE_GLAPI *PGLFNPOINTPARAMETERIVNVPROC)(GLenum pname, const GLint *params);
+typedef void (WINE_GLAPI *PGLFNPOINTPARAMETERINVPROC)(GLenum pname, GLint param);
+
/* GL_NV_register_combiners */
#ifndef GL_NV_register_combiners
#define GL_NV_register_combiners 1
/* GL_EXT_blend_func_separate */ \
USE_GL_FUNC(PGLFNBLENDEQUATIONSEPARATEEXTPROC, \
glBlendEquationSeparateEXT, EXT_BLEND_EQUATION_SEPARATE, NULL) \
+ /* GL_EXT_depth_bounds_test */ \
+ USE_GL_FUNC(PGLFNDEPTHBOUNDSEXTPROC, \
+ glDepthBoundsEXT, EXT_DEPTH_BOUNDS_TEST, NULL) \
/* GL_EXT_draw_buffers2 */ \
USE_GL_FUNC(PGLFNCOLORMASKINDEXEDEXTPROC, \
glColorMaskIndexedEXT, EXT_DRAW_BUFFERS2, NULL) \
glVertexAttribs3hvNV, NV_HALF_FLOAT, NULL) \
USE_GL_FUNC(PGLFNVERTEXATTRIBS4HVNVPROC, \
glVertexAttribs4hvNV, NV_HALF_FLOAT, NULL) \
+ /* GL_NV_point_sprite */ \
+ USE_GL_FUNC(PGLFNPOINTPARAMETERIVNVPROC, \
+ glPointParameterivNV, NV_POINT_SPRITE, NULL) \
+ USE_GL_FUNC(PGLFNPOINTPARAMETERINVPROC, \
+ glPointParameteriNV, NV_POINT_SPRITE, NULL) \
/* GL_NV_register_combiners */ \
USE_GL_FUNC(PGLFNCOMBINERINPUTNVPROC, \
glCombinerInputNV, NV_REGISTER_COMBINERS, NULL) \