[PATCH 5/5] wined3d: Prefer the core glActiveTexture function.

Matteo Bruni matteo.mystral at gmail.com
Mon Jan 5 14:36:56 CST 2015


2015-01-05 21:18 GMT+01:00 Henri Verbeet <hverbeet at gmail.com>:
> On 5 January 2015 at 21:01, Matteo Bruni <matteo.mystral at gmail.com> wrote:
>> previous approaches. Also, glShaderSource and glTexImage3D will
>> additionally need a cast (for trivial reasons, but still...) so it's
>
> This is on a bit of a tangent, but the GLuint vs. GLhandleARB
> difference may not be so trivial. I'm told that on MacOS X GLhandleARB
> is typedef'ed as "void *", as opposed to "unsigned int" everywhere
> else. Of course that wouldn't just be an issue for wined3d, but for
> opengl32 as well. Fortunately 64-bit isn't ever going to work on OS X
> anyway, I guess.

That's all true, but that's actually not the issue here. We already have

typedef unsigned int           GLhandleARB;

hardcoded in include/wine/wgl.h so 64-bit GL on OS X has already been
broken for a long time (on top of 64-bit Wine on OS X being
non-existent, obviously).

Actually by going with this approach we avoid the GLhandleARB issue
completely in wined3d if GL offers the core shader functions (which
should be the case for any 2.0+ GL context).



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