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wined3d: Always load glFinish and glFlush from opengl32.dll.
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@ -3971,7 +3971,7 @@ void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
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#define PUSH1(att) attribs[nAttribs++] = (att);
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BOOL InitAdapters(void) {
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static HMODULE mod_gl;
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static HMODULE mod_gl, mod_win32gl;
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BOOL ret;
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int ps_selected_mode, vs_selected_mode;
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@ -3990,10 +3990,16 @@ BOOL InitAdapters(void) {
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ERR("Can't load opengl32.dll!\n");
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goto nogl_adapter;
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}
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mod_win32gl = mod_gl;
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#else
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#define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
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/* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
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mod_gl = GetModuleHandleA("gdi32.dll");
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mod_win32gl = LoadLibraryA("opengl32.dll");
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if(!mod_win32gl) {
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ERR("Can't load opengl32.dll!\n");
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goto nogl_adapter;
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}
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#endif
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}
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@ -4011,6 +4017,12 @@ BOOL InitAdapters(void) {
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GL_FUNCS_GEN;
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#undef USE_GL_FUNC
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/* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
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* otherwise because we have to use winex11.drv's override
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*/
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glFinish = (void*)GetProcAddress(mod_win32gl, "glFinish");
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glFlush = (void*)GetProcAddress(mod_win32gl, "glFlush");
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/* For now only one default adapter */
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{
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int iPixelFormat;
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@ -890,8 +890,6 @@ void (WINE_GLAPI *glEvalMesh2) (GLenum mode, GLint i1, GLint i2, GLint j1, GLint
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void (WINE_GLAPI *glEvalPoint1) (GLint i);
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void (WINE_GLAPI *glEvalPoint2) (GLint i, GLint j);
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void (WINE_GLAPI *glFeedbackBuffer) (GLsizei size, GLenum type, GLfloat* buffer);
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void (WINE_GLAPI *glFinish) ();
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void (WINE_GLAPI *glFlush) ();
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void (WINE_GLAPI *glFogf) (GLenum pname, GLfloat param);
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void (WINE_GLAPI *glFogfv) (GLenum pname, const GLfloat* params);
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void (WINE_GLAPI *glFogi) (GLenum pname, GLint param);
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@ -1139,6 +1137,12 @@ void (WINE_GLAPI *glVertexPointer) (GLint size, GLenum type, GLsizei stride, con
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void (WINE_GLAPI *glViewport) (GLint x, GLint y, GLsizei width, GLsizei height);
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void (WINE_GLAPI *glPointParameterfv) (GLenum pname, const GLfloat *params);
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/* glFinish and glFlush are always loaded from opengl32.dll, thus they always have
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* __stdcall calling convention
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*/
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void (__stdcall *glFinish) ();
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void (__stdcall *glFlush) ();
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/* WGL functions */
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HGLRC (WINAPI *pwglCreateContext)(HDC);
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BOOL (WINAPI *pwglDeleteContext)(HGLRC);
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@ -1238,8 +1242,6 @@ BOOL (WINAPI *pwglShareLists)(HGLRC,HGLRC);
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USE_GL_FUNC(glEvalPoint1) \
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USE_GL_FUNC(glEvalPoint2) \
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USE_GL_FUNC(glFeedbackBuffer) \
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USE_GL_FUNC(glFinish) \
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USE_GL_FUNC(glFlush) \
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USE_GL_FUNC(glFogf) \
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USE_GL_FUNC(glFogfv) \
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USE_GL_FUNC(glFogi) \
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