WINED3D: Fix compilation (VBO constants)
H. Verbeet
hverbeet at gmail.com
Mon Jun 26 17:32:25 CDT 2006
This makes wined3d use the VBO constants as defined in include/wine/wined3d_gl.h
-------------- next part --------------
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 755cb19..9e0f00f 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -5012,7 +5012,7 @@ process_vertices_strided(IWineD3DDeviceI
void *src;
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
checkGLcall("glBindBufferARB");
- src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY));
+ src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
if(src) {
memcpy(dest->resource.allocatedMemory, src, dest->resource.size);
}
@@ -5030,7 +5030,7 @@ process_vertices_strided(IWineD3DDeviceI
if(dest->vbo) {
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
- dest_conv = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY));
+ dest_conv = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB));
if(!dest_conv) {
ERR("glMapBuffer failed\n");
/* Continue without storing converted vertices */
@@ -5349,7 +5349,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, SrcImpl->vbo));
checkGLcall("glBindBufferARB");
- src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY));
+ src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
if(src) {
memcpy(SrcImpl->resource.allocatedMemory, src, SrcImpl->resource.size);
}
diff --git a/dlls/wined3d/vertexbuffer.c b/dlls/wined3d/vertexbuffer.c
index 1d8c0cf..c669a6b 100644
--- a/dlls/wined3d/vertexbuffer.c
+++ b/dlls/wined3d/vertexbuffer.c
@@ -142,9 +142,9 @@ static void WINAPI IWineD3DVertexBuf
/* Using shaders? No conversion needed, the shaders handle this */
TRACE("Using vertex shaders, not doing any vertex conversion\n");
ENTER_GL();
- GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER, This->vbo));
+ GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
checkGLcall("glBindBufferARB");
- GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER, 0, This->resource.size, This->resource.allocatedMemory));
+ GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
checkGLcall("glUnmapBuffer glBufferSubDataARB");
LEAVE_GL();
HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
@@ -299,9 +299,9 @@ static void WINAPI IWineD3DVertexBuf
}
ENTER_GL();
- GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER, This->vbo));
+ GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
checkGLcall("glBindBufferARB");
- GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER, start, end - start, data));
+ GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data));
checkGLcall("glBufferSubDataARB");
LEAVE_GL();
@@ -346,21 +346,21 @@ static HRESULT WINAPI IWineD3DVertexBuf
data = This->resource.allocatedMemory;
This->Flags |= VBFLAG_DIRTY;
} else {
- GLenum mode = GL_READ_WRITE;
+ GLenum mode = GL_READ_WRITE_ARB;
/* Return data to the VBO */
TRACE("Locking directly into the buffer\n");
if((This->resource.usage & WINED3DUSAGE_WRITEONLY) || ( Flags & D3DLOCK_DISCARD) ) {
- mode = GL_WRITE_ONLY;
+ mode = GL_WRITE_ONLY_ARB;
} else if( Flags & (D3DLOCK_READONLY | D3DLOCK_NO_DIRTY_UPDATE) ) {
- mode = GL_READ_ONLY;
+ mode = GL_READ_ONLY_ARB;
}
ENTER_GL();
- GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER, This->vbo));
+ GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
checkGLcall("glBindBufferARB");
- data = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER, mode));
+ data = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, mode));
LEAVE_GL();
if(!data) {
ERR("glMapBuffer failed\n");
@@ -378,9 +378,9 @@ HRESULT WINAPI IWineD3DVertexBufferImpl
TRACE("(%p)\n", This);
if(!This->resource.allocatedMemory) {
ENTER_GL();
- GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER, This->vbo));
+ GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
checkGLcall("glBindBufferARB");
- GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER));
+ GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
checkGLcall("glUnmapBufferARB");
LEAVE_GL();
} else {
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