glDepthRange needs to come from the dll hooks for windows

This commit is contained in:
baldurk
2014-12-04 21:26:48 +00:00
parent b3cf3719ea
commit 5002d29415
2 changed files with 3 additions and 3 deletions
+1 -1
View File
@@ -40,6 +40,7 @@ struct GLHookSet
PFNGLCULLFACEPROC glCullFace;
PFNGLDEPTHFUNCPROC glDepthFunc;
PFNGLDEPTHMASKPROC glDepthMask;
PFNGLDEPTHRANGEPROC glDepthRange;
PFNGLSTENCILFUNCPROC glStencilFunc;
PFNGLSTENCILMASKPROC glStencilMask;
PFNGLSTENCILOPPROC glStencilOp;
@@ -248,7 +249,6 @@ struct GLHookSet
PFNGLSAMPLEMASKIPROC glSampleMaski;
PFNGLSAMPLECOVERAGEPROC glSampleCoverage;
PFNGLMINSAMPLESHADINGPROC glMinSampleShading; // aliases glMinSampleShadingARB
PFNGLDEPTHRANGEPROC glDepthRange;
PFNGLDEPTHRANGEFPROC glDepthRangef;
PFNGLDEPTHRANGEINDEXEDPROC glDepthRangeIndexed;
PFNGLDEPTHRANGEARRAYVPROC glDepthRangeArrayv;
+2 -2
View File
@@ -41,6 +41,7 @@
HookInit(glCullFace); \
HookInit(glDepthFunc); \
HookInit(glDepthMask); \
HookInit(glDepthRange); \
HookInit(glStencilFunc); \
HookInit(glStencilMask); \
HookInit(glStencilOp); \
@@ -284,7 +285,6 @@
HookExtension(PFNGLSAMPLECOVERAGEPROC, glSampleCoverage); \
HookExtension(PFNGLMINSAMPLESHADINGPROC, glMinSampleShading); \
HookExtensionAlias(PFNGLMINSAMPLESHADINGPROC, glMinSampleShading, glMinSampleShadingARB); \
HookExtension(PFNGLDEPTHRANGEPROC, glDepthRange); \
HookExtension(PFNGLDEPTHRANGEFPROC, glDepthRangef); \
HookExtension(PFNGLDEPTHRANGEINDEXEDPROC, glDepthRangeIndexed); \
HookExtension(PFNGLDEPTHRANGEARRAYVPROC, glDepthRangeArrayv); \
@@ -789,6 +789,7 @@
HookWrapper1(void, glCullFace, GLenum, mode); \
HookWrapper1(void, glDepthFunc, GLenum, func); \
HookWrapper1(void, glDepthMask, GLboolean, flag); \
HookWrapper2(void, glDepthRange, GLdouble, near, GLdouble, far); \
HookWrapper3(void, glStencilFunc, GLenum, func, GLint, ref, GLuint, mask); \
HookWrapper1(void, glStencilMask, GLuint, mask); \
HookWrapper3(void, glStencilOp, GLenum, fail, GLenum, zfail, GLenum, zpass); \
@@ -999,7 +1000,6 @@
HookWrapper2(void, glSampleMaski, GLuint, maskNumber, GLbitfield, mask); \
HookWrapper2(void, glSampleCoverage, GLfloat, value, GLboolean, invert); \
HookWrapper1(void, glMinSampleShading, GLfloat, value); \
HookWrapper2(void, glDepthRange, GLdouble, near, GLdouble, far); \
HookWrapper2(void, glDepthRangef, GLfloat, n, GLfloat, f); \
HookWrapper3(void, glDepthRangeIndexed, GLuint, index, GLdouble, n, GLdouble, f); \
HookWrapper3(void, glDepthRangeArrayv, GLuint, first, GLsizei, count, const GLdouble *, v); \