+/*
+ * 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 <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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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 = 0.0;
+ 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) {
+ WineD3DContext *ctx = getActiveContext();
+ 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) {
+ WineD3DContext *ctx = getActiveContext();
+ 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) {
+ if(pname == GL_FOG_COORDINATE_SOURCE_EXT) {
+ WineD3DContext *ctx = getActiveContext();
+ 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) {
+ getActiveContext()->fogstart = param;
+ } else if(pname == GL_FOG_END) {
+ getActiveContext()->fogend = 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) {
+ if(pname == GL_FOG_COORDINATE_SOURCE_EXT) {
+ WineD3DContext *ctx = getActiveContext();
+ 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) {
+ getActiveContext()->fogstart = *param;
+ } else if(pname == GL_FOG_END) {
+ getActiveContext()->fogend = *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) {
+ if(pname == GL_FOG_COORDINATE_SOURCE_EXT) {
+ WineD3DContext *ctx = getActiveContext();
+ 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) {
+ getActiveContext()->fogstart = param;
+ } else if(pname == GL_FOG_END) {
+ getActiveContext()->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) {
+ if(pname == GL_FOG_COORDINATE_SOURCE_EXT) {
+ WineD3DContext *ctx = getActiveContext();
+ 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) {
+ WineD3DContext *ctx = getActiveContext();
+ 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) {
+ getActiveContext()->fogstart = *param;
+ } else if(pname == GL_FOG_END) {
+ getActiveContext()->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) {
+ WineD3DContext *ctx = getActiveContext();
+ 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] + (1.0 - i) * ctx->fogcolor[0];
+ c[1] = i * c[1] + (1.0 - i) * ctx->fogcolor[1];
+ c[2] = i * c[2] + (1.0 - 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, 1.0);
+}
+
+static void WINE_GLAPI wine_glVertex3fv(const GLfloat *pos) {
+ wine_glVertex4f(pos[0], pos[1], pos[2], 1.0);
+}
+
+static void wine_glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
+ WineD3DContext *ctx = getActiveContext();
+ 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_glColor4fv(const GLfloat *c) {
+ wine_glColor4f(c[0], c[1], c[2], c[3]);
+}
+
+static void wine_glColor3f(GLfloat r, GLfloat g, GLfloat b) {
+ wine_glColor4f(r, g, b, 1.0);
+}
+
+static void wine_glColor3fv(const GLfloat *c) {
+ wine_glColor4f(c[0], c[1], c[2], 1.0);
+}
+
+static void wine_glColor4ub(GLubyte r, GLubyte g, GLubyte b, GLubyte a) {
+ wine_glColor4f(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
+}
+
+/* In D3D the fog coord is a UBYTE, so there's no problem with using the single
+ * precision function
+ */
+static void wine_glFogCoordfEXT(GLfloat f) {
+ WineD3DContext *ctx = getActiveContext();
+ ctx->fog_coord_value = f;
+}
+static void wine_glFogCoorddEXT(GLdouble f) {
+ wine_glFogCoordfEXT(f);
+}
+static void wine_glFogCoordfvEXT(const GLfloat *f) {
+ wine_glFogCoordfEXT(*f);
+}
+static void wine_glFogCoorddvEXT(const GLdouble *f) {
+ wine_glFogCoordfEXT(*f);
+}
+
+/* End GL_EXT_fog_coord emulation */
+
+#define GLINFO_LOCATION (*gl_info)
+void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info) {
+ if(!GL_SUPPORT(ARB_MULTITEXTURE)) {
+ TRACE("Applying GL_ARB_multitexture emulation hooks\n");
+ gl_info->glActiveTextureARB = wine_glActiveTextureARB;
+ gl_info->glClientActiveTextureARB = wine_glClientActiveTextureARB;
+ gl_info->glMultiTexCoord1fARB = wine_glMultiTexCoord1fARB;
+ gl_info->glMultiTexCoord1fvARB = wine_glMultiTexCoord1fvARB;
+ gl_info->glMultiTexCoord2fARB = wine_glMultiTexCoord2fARB;
+ gl_info->glMultiTexCoord2fvARB = wine_glMultiTexCoord2fvARB;
+ gl_info->glMultiTexCoord3fARB = wine_glMultiTexCoord3fARB;
+ gl_info->glMultiTexCoord3fvARB = wine_glMultiTexCoord3fvARB;
+ gl_info->glMultiTexCoord4fARB = wine_glMultiTexCoord4fARB;
+ gl_info->glMultiTexCoord4fvARB = wine_glMultiTexCoord4fvARB;
+ gl_info->glMultiTexCoord2svARB = wine_glMultiTexCoord2svARB;
+ gl_info->glMultiTexCoord4svARB = wine_glMultiTexCoord4svARB;
+ if(old_multitex_glGetIntegerv) {
+ FIXME("GL_ARB_multitexture glGetIntegerv hook already applied\n");
+ } else {
+ old_multitex_glGetIntegerv = glGetIntegerv;
+ glGetIntegerv = wine_glGetIntegerv;
+ }
+ if(old_multitex_glGetFloatv) {
+ FIXME("GL_ARB_multitexture glGetGloatv hook already applied\n");
+ } else {
+ old_multitex_glGetFloatv = glGetFloatv;
+ glGetFloatv = wine_glGetFloatv;
+ }
+ if(old_multitex_glGetDoublev) {
+ FIXME("GL_ARB_multitexture glGetDoublev hook already applied\n");
+ } else {
+ old_multitex_glGetDoublev = glGetDoublev;
+ glGetDoublev = wine_glGetDoublev;
+ }
+ gl_info->supported[ARB_MULTITEXTURE] = TRUE;
+ }
+
+ if(!GL_SUPPORT(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 disabing 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_SUPPORT(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_SUPPORT(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 = glFogi;
+ glFogi = wine_glFogi;
+ }
+ if(old_fogcoord_glFogiv) {
+ FIXME("GL_EXT_fogcoord glFogiv hook already applied\n");
+ } else {
+ old_fogcoord_glFogiv = glFogiv;
+ glFogiv = wine_glFogiv;
+ }
+ if(old_fogcoord_glFogf) {
+ FIXME("GL_EXT_fogcoord glFogf hook already applied\n");
+ } else {
+ old_fogcoord_glFogf = glFogf;
+ glFogf = wine_glFogf;
+ }
+ if(old_fogcoord_glFogfv) {
+ FIXME("GL_EXT_fogcoord glFogfv hook already applied\n");
+ } else {
+ old_fogcoord_glFogfv = glFogfv;
+ 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 = glVertex4f;
+ glVertex4f = wine_glVertex4f;
+ }
+ if(old_fogcoord_glVertex4fv) {
+ FIXME("GL_EXT_fogcoord glVertex4fv hook already applied\n");
+ } else {
+ old_fogcoord_glVertex4fv = glVertex4fv;
+ glVertex4fv = wine_glVertex4fv;
+ }
+ if(old_fogcoord_glVertex3f) {
+ FIXME("GL_EXT_fogcoord glVertex3f hook already applied\n");
+ } else {
+ old_fogcoord_glVertex3f = glVertex3f;
+ glVertex3f = wine_glVertex3f;
+ }
+ if(old_fogcoord_glVertex3fv) {
+ FIXME("GL_EXT_fogcoord glVertex3fv hook already applied\n");
+ } else {
+ old_fogcoord_glVertex3fv = glVertex3fv;
+ glVertex3fv = wine_glVertex3fv;
+ }
+
+ if(old_fogcoord_glColor4f) {
+ FIXME("GL_EXT_fogcoord glColor4f hook already applied\n");
+ } else {
+ old_fogcoord_glColor4f = glColor4f;
+ glColor4f = wine_glColor4f;
+ }
+ if(old_fogcoord_glColor4fv) {
+ FIXME("GL_EXT_fogcoord glColor4fv hook already applied\n");
+ } else {
+ old_fogcoord_glColor4fv = glColor4fv;
+ glColor4fv = wine_glColor4fv;
+ }
+ if(old_fogcoord_glColor3f) {
+ FIXME("GL_EXT_fogcoord glColor3f hook already applied\n");
+ } else {
+ old_fogcoord_glColor3f = glColor3f;
+ glColor3f = wine_glColor3f;
+ }
+ if(old_fogcoord_glColor3fv) {
+ FIXME("GL_EXT_fogcoord glColor3fv hook already applied\n");
+ } else {
+ old_fogcoord_glColor3fv = glColor3fv;
+ glColor3fv = wine_glColor3fv;
+ }
+ if(old_fogcoord_glColor4ub) {
+ FIXME("GL_EXT_fogcoord glColor4ub hook already applied\n");
+ } else {
+ old_fogcoord_glColor4ub = glColor4ub;
+ glColor4ub = wine_glColor4ub;
+ }
+
+ if(old_fogcoord_glFogCoordfEXT) {
+ FIXME("GL_EXT_fogcoord glFogCoordfEXT hook already applied\n");
+ } else {
+ old_fogcoord_glFogCoordfEXT = gl_info->glFogCoordfEXT;
+ gl_info->glFogCoordfEXT = wine_glFogCoordfEXT;
+ }
+ if(old_fogcoord_glFogCoordfvEXT) {
+ FIXME("GL_EXT_fogcoord glFogCoordfvEXT hook already applied\n");
+ } else {
+ old_fogcoord_glFogCoordfvEXT = gl_info->glFogCoordfvEXT;
+ gl_info->glFogCoordfvEXT = wine_glFogCoordfvEXT;
+ }
+ if(old_fogcoord_glFogCoorddEXT) {
+ FIXME("GL_EXT_fogcoord glFogCoorddEXT hook already applied\n");
+ } else {
+ old_fogcoord_glFogCoorddEXT = gl_info->glFogCoorddEXT;
+ gl_info->glFogCoorddEXT = wine_glFogCoorddEXT;
+ }
+ if(old_fogcoord_glFogCoorddvEXT) {
+ FIXME("GL_EXT_fogcoord glFogCoorddvEXT hook already applied\n");
+ } else {
+ old_fogcoord_glFogCoorddvEXT = gl_info->glFogCoorddvEXT;
+ gl_info->glFogCoorddvEXT = wine_glFogCoorddvEXT;
+ }
+ gl_info->supported[EXT_FOG_COORD] = TRUE;
+ }
+}
+#undef GLINFO_LOCATION