static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, GLenum gl_level) { IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface; const PixelFormatDesc *formatEntry = getFormatDescEntry(This->resource.format); if(GL_SUPPORT(EXT_TEXTURE3D)) { TRACE("Calling glTexImage3D %x level=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n", GL_TEXTURE_3D, gl_level, formatEntry->glInternal, This->currentDesc.Width, This->currentDesc.Height, This->currentDesc.Depth, 0, formatEntry->glFormat, formatEntry->glType, This->resource.allocatedMemory); GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, gl_level, formatEntry->glInternal, This->currentDesc.Width, This->currentDesc.Height, This->currentDesc.Depth, 0, formatEntry->glFormat, formatEntry->glType, This->resource.allocatedMemory)); checkGLcall("glTexImage3D"); } else WARN("This OpenGL implementation doesn't support 3D textures\n"); return WINED3D_OK; }
void GL_SelectTexture(int tmu) { if (gl_state.locked) { gl_state.newTmu = tmu; return; } if (tmu == gl_state.currentTmu) return; int tex; if (GL_SUPPORT(QGL_ARB_MULTITEXTURE)) { // ARB_multitexture tex = GL_TEXTURE0_ARB + tmu; glActiveTextureARB(tex); glClientActiveTextureARB(tex); // affects gl[Enable|Disable]ClientState(GL_TEXTURE_COORD_ARRAY) and glTexCoordPointer() only } else { // SGIS_multitexture tex = GL_TEXTURE0_SGIS + tmu; glSelectTextureSGIS(tex); glSelectTextureCoordSetSGIS(tex); } gl_state.currentTmu = tmu; }
void GL_TexMipBias(float f) { if (!GL_SUPPORT(QGL_EXT_TEXTURE_LOD_BIAS)) return; if (gl_state.locked) { gl_state.newMipBias[gl_state.newTmu] = f; return; } if (gl_state.mipBias[gl_state.newTmu] == f) return; gl_state.mipBias[gl_state.newTmu] = f; glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, f); }
void GL_CheckGLSL() { GUseGLSL = false; if (!GL_SUPPORT(QGL_2_0)) return; #ifdef FORCE_GLSL_VERSION char *Version = (char*)glGetString(GL_SHADING_LANGUAGE_VERSION); if (!Version) return; int VerMajor = atoi(Version); int VerMinor = 0; if (char *s = strchr(Version, '.')) { VerMinor = atoi(s+1); } int CombinedVer = VerMajor * 100 + VerMinor; // printf("GL: %s (%d:%d) -- %d %d\n", Version, VerMajor, VerMinor, CombinedVer, FORCE_GLSL_VERSION); if (CombinedVer < FORCE_GLSL_VERSION) return; // GLSL version is too low #endif // FORCE_GLSL_VERSION GUseGLSL = true; }
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; } }