2016-11-13 12:35 GMT-06:00 Andrew Wesie awesie@gmail.com:
dlls/wined3d/directx.c | 3 +++
dlls/wined3d/glsl_shader.c | 14 ++++++++++++++
dlls/wined3d/wined3d_gl.h | 2 ++
3 files changed, 19 insertions(+)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index a8c8c9f..c930cf6 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -121,6 +121,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
{"GL_ARB_draw_elements_base_vertex", ARB_DRAW_ELEMENTS_BASE_VERTEX },
{"GL_ARB_draw_instanced", ARB_DRAW_INSTANCED },
{"GL_ARB_ES2_compatibility", ARB_ES2_COMPATIBILITY },
- {"GL_ARB_ES3_compatibility", ARB_ES3_COMPATIBILITY },
{"GL_ARB_explicit_attrib_location", ARB_EXPLICIT_ATTRIB_LOCATION },
{"GL_ARB_fragment_coord_conventions", ARB_FRAGMENT_COORD_CONVENTIONS},
{"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM },
@@ -228,6 +229,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
{"GL_NV_half_float", NV_HALF_FLOAT },
{"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT },
{"GL_NV_point_sprite", NV_POINT_SPRITE },
- {"GL_NV_primitive_restart", NV_PRIMITIVE_RESTART },
{"GL_NV_register_combiners", NV_REGISTER_COMBINERS },
{"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2 },
{"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION },
@@ -3125,6 +3127,7 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
USE_GL_FUNC(glMapBuffer) /* OpenGL 1.5 */
USE_GL_FUNC(glPointParameteri) /* OpenGL 1.4 */
USE_GL_FUNC(glPointParameteriv) /* OpenGL 1.4 */
- USE_GL_FUNC(glPrimitiveRestartIndex)
USE_GL_FUNC(glShaderSource) /* OpenGL 2.0 */
USE_GL_FUNC(glStencilFuncSeparate) /* OpenGL 2.0 */
USE_GL_FUNC(glStencilOpSeparate) /* OpenGL 2.0 */
AFAICS this function was added in OpenGL 3.1 and there is no specific
ARB extension for it. Maybe adding a new WINED3D_GL_ entry to flag the
availability of the function is a good idea.
Also you probably want to MAP_GL_FUNCTION() the NV variant to the core
one and add an entry for GL_ARB_ES3_compatibility to core_extensions.
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index f136536..27a5533 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -8613,6 +8613,20 @@ static void shader_glsl_init_context_state(struct wined3d_context *context)
gl_info->gl_ops.gl.p_glEnable(GL_PROGRAM_POINT_SIZE);
checkGLcall("GL_PROGRAM_POINT_SIZE");
- if (gl_info->supported[ARB_ES3_COMPATIBILITY])
- {
/* We prefer this method because it correctly handles 16-bit and 32-bit indices. */
gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
checkGLcall("GL_PRIMITIVE_RESTART_FIXED_INDEX");
- }
- else if (gl_info->supported[NV_PRIMITIVE_RESTART] && GL_EXTCALL(glPrimitiveRestartIndex))
- {
/* FIXME: Does this handle 16-bit indices correctly? */
GL_EXTCALL(glPrimitiveRestartIndex(0xFFFFFFFF));
checkGLcall("glPrimitiveRestartIndex");
gl_info->gl_ops.gl.p_glEnable(GL_PRIMITIVE_RESTART);
checkGLcall("GL_PRIMITIVE_RESTART");
Probably not, but nothing prevents you to use 0xffff for 16-bit
indices and force re-setting the restart index when changing between
16-bit and 32-bit indices.