[PATCH 0/1] MR8678: opengl32: Map glCompressedTexImage2DARB to glCompressedTexImage2D.
From: Paul Gofman <pgofman(a)codeweavers.com> --- dlls/opengl32/unix_wgl.c | 1 + 1 file changed, 1 insertion(+) diff --git a/dlls/opengl32/unix_wgl.c b/dlls/opengl32/unix_wgl.c index c9af47f50d0..410178ac090 100644 --- a/dlls/opengl32/unix_wgl.c +++ b/dlls/opengl32/unix_wgl.c @@ -935,6 +935,7 @@ PROC wrap_wglGetProcAddress( TEB *teb, LPCSTR name ) { { "glCopyTexSubImage3DEXT", "glCopyTexSubImage3D" }, /* needed by RuneScape */ { "glVertexAttribDivisor", "glVertexAttribDivisorARB"}, /* needed by Caffeine */ + { "glCompressedTexImage2DARB", "glCompressedTexImage2D" }, /* needed by Grim Fandango Remastered */ }; for (i = 0; i < ARRAY_SIZE(alternatives); i++) -- GitLab https://gitlab.winehq.org/wine/wine/-/merge_requests/8678
Similar to the existing workarounds there. This helps Grim Fandango Remastered which is crashing with Mesa. The game creates core GL profile but asks for wglGetProcAddress( "glCompressedTexImage2DARB" ) which it is going to call. Wine would return '-1' address if ARB_texture_compression extension is missing. glCompressedTexImage2D is a part of core profile and is supported without ARB extension (and ARB suffix), so probably missing extension in the list is not a Mesa bug. NVidia proprietary driver still advertises ARB_texture_compression. Since there are two similar workarounds exist already I guess we can add this one. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/8678#note_111564
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