[PATCH 5/5] wined3d: Use the core version of the shader object functions.
Matteo Bruni
matteo.mystral at gmail.com
Thu Jan 22 08:34:10 CST 2015
2015-01-22 13:22 GMT+01:00 Henri Verbeet <hverbeet at gmail.com>:
> On 21 January 2015 at 18:32, Matteo Bruni <mbruni at codeweavers.com> wrote:
>> + typedef void (WINE_GLAPI *gl_shader_source_type)(GLuint, GLsizei, const GLchar * const *, const GLint*);
>> +
> ...
>> + #define MAP_GL_FUNCTION_CAST(core_func, cast, ext_func) \
>> + do \
>> + { \
>> + if (!gl_info->gl_ops.ext.p_##core_func) \
>> + gl_info->gl_ops.ext.p_##core_func = (cast)gl_info->gl_ops.ext.p_##ext_func; \
>> + } while (0)
> ...
>> + MAP_GL_FUNCTION_CAST(glShaderSource, gl_shader_source_type, glShaderSourceARB);
> I'm not sure that's really much better than just adding a (void *) cast.
Do you prefer I just unconditionally add the (void *) cast to
MAP_GL_FUNCTION or still add the separate define and only cast there?
For the records, the only other used function requiring a cast is
glTexImageEXT, because of the GLenum <-> GLint internalformat
mismatch.
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