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/*
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* Copyright © 2013 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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Improve consistency of the symbol visibility
To avoid a symbols file on Windows, Epoxy annotates all the publicly
visible symbols directly in the source, but uses the default symbol
visibility everywhere else. This means that only some symbols are
annotated as `EPOXY_IMPORTEXPORT`, and generally only on Windows.
Additionally, Epoxy has a private 'PUBLIC' pre-processor macro for
internal use, which duplicates the `EPOXY_IMPORTEXPORT` but contains
more logic to detect GCC, in case we're building with GCC on Windows.
This would be enough, except that EGL is also available on Windows,
which means we'd have to annotate the exported `epoxy_*` API inside
epoxy/egl.h as well. At that point, though, we should probably avoid
any confusion, and adopt a single symbol visibility policy across the
board.
This requires some surgery of the generated and common dispatch sources,
but cuts down the overall complexity:
- there is only one annotation, `EPOXY_PUBLIC`, used everywhere
- the annotation detection is done at Epoxy configuration time
- only annotated symbols are public, on every platform
- annotated symbols are immediately visible from the header
8 years ago
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#include "config.h"
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#ifdef _WIN32
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#define PLATFORM_HAS_EGL ENABLE_EGL
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#define PLATFORM_HAS_GLX ENABLE_GLX
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#define PLATFORM_HAS_WGL 1
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#elif defined(__APPLE__)
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#define PLATFORM_HAS_EGL ENABLE_EGL
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#define PLATFORM_HAS_GLX ENABLE_GLX
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#define PLATFORM_HAS_WGL 0
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#elif defined(ANDROID)
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#define PLATFORM_HAS_EGL ENABLE_EGL
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#define PLATFORM_HAS_GLX 0
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#define PLATFORM_HAS_WGL 0
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#else
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#define PLATFORM_HAS_EGL ENABLE_EGL
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#define PLATFORM_HAS_GLX ENABLE_GLX
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#define PLATFORM_HAS_WGL 0
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#endif
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#include "epoxy/gl.h"
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#if PLATFORM_HAS_GLX
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#include "epoxy/glx.h"
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#endif
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#if PLATFORM_HAS_EGL
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#include "epoxy/egl.h"
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#endif
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#if PLATFORM_HAS_WGL
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#include "epoxy/wgl.h"
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#endif
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#if defined(__GNUC__)
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#define PACKED __attribute__((__packed__))
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#define ENDPACKED
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#elif defined (_MSC_VER)
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#define PACKED __pragma(pack(push,1))
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#define ENDPACKED __pragma(pack(pop))
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#else
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#define PACKED
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#define ENDPACKED
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#endif
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/* On win32, we're going to need to keep a per-thread dispatch table,
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* since the function pointers depend on the device and pixel format
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* of the current context.
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*/
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#if defined(_WIN32)
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#define USING_DISPATCH_TABLE 1
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#else
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#define USING_DISPATCH_TABLE 0
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#endif
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#define UNWRAPPED_PROTO(x) (GLAPIENTRY *x)
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#define WRAPPER_VISIBILITY(type) static type GLAPIENTRY
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#define WRAPPER(x) x ## _wrapped
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#define GEN_GLOBAL_REWRITE_PTR(name, args, passthrough) \
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static void EPOXY_CALLSPEC \
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name##_global_rewrite_ptr args \
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{ \
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name = (void *)name##_resolver(); \
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name passthrough; \
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}
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#define GEN_GLOBAL_REWRITE_PTR_RET(ret, name, args, passthrough) \
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static ret EPOXY_CALLSPEC \
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name##_global_rewrite_ptr args \
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{ \
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name = (void *)name##_resolver(); \
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return name passthrough; \
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}
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#if USING_DISPATCH_TABLE
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#define GEN_DISPATCH_TABLE_REWRITE_PTR(name, args, passthrough) \
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static void EPOXY_CALLSPEC \
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name##_dispatch_table_rewrite_ptr args \
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{ \
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struct dispatch_table *dispatch_table = get_dispatch_table(); \
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\
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dispatch_table->name = (void *)name##_resolver(); \
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dispatch_table->name passthrough; \
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}
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#define GEN_DISPATCH_TABLE_REWRITE_PTR_RET(ret, name, args, passthrough) \
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static ret EPOXY_CALLSPEC \
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name##_dispatch_table_rewrite_ptr args \
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{ \
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struct dispatch_table *dispatch_table = get_dispatch_table(); \
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\
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dispatch_table->name = (void *)name##_resolver(); \
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return dispatch_table->name passthrough; \
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}
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#define GEN_DISPATCH_TABLE_THUNK(name, args, passthrough) \
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static void EPOXY_CALLSPEC \
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name##_dispatch_table_thunk args \
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{ \
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get_dispatch_table()->name passthrough; \
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}
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#define GEN_DISPATCH_TABLE_THUNK_RET(ret, name, args, passthrough) \
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static ret EPOXY_CALLSPEC \
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name##_dispatch_table_thunk args \
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{ \
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return get_dispatch_table()->name passthrough; \
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}
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#else
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#define GEN_DISPATCH_TABLE_REWRITE_PTR(name, args, passthrough)
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#define GEN_DISPATCH_TABLE_REWRITE_PTR_RET(ret, name, args, passthrough)
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#define GEN_DISPATCH_TABLE_THUNK(name, args, passthrough)
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#define GEN_DISPATCH_TABLE_THUNK_RET(ret, name, args, passthrough)
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#endif
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#define GEN_THUNKS(name, args, passthrough) \
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GEN_GLOBAL_REWRITE_PTR(name, args, passthrough) \
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GEN_DISPATCH_TABLE_REWRITE_PTR(name, args, passthrough) \
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GEN_DISPATCH_TABLE_THUNK(name, args, passthrough)
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#define GEN_THUNKS_RET(ret, name, args, passthrough) \
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GEN_GLOBAL_REWRITE_PTR_RET(ret, name, args, passthrough) \
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GEN_DISPATCH_TABLE_REWRITE_PTR_RET(ret, name, args, passthrough) \
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GEN_DISPATCH_TABLE_THUNK_RET(ret, name, args, passthrough)
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void *epoxy_egl_dlsym(const char *name);
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void *epoxy_glx_dlsym(const char *name);
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void *epoxy_gl_dlsym(const char *name);
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void *epoxy_gles1_dlsym(const char *name);
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void *epoxy_gles2_dlsym(const char *name);
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void *epoxy_gles3_dlsym(const char *name);
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void *epoxy_get_proc_address(const char *name);
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void *epoxy_get_core_proc_address(const char *name, int core_version);
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void *epoxy_get_bootstrap_proc_address(const char *name);
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int epoxy_conservative_gl_version(void);
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bool epoxy_conservative_has_gl_extension(const char *name);
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int epoxy_conservative_glx_version(void);
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bool epoxy_conservative_has_glx_extension(const char *name);
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int epoxy_conservative_egl_version(void);
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bool epoxy_conservative_has_egl_extension(const char *name);
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bool epoxy_conservative_has_wgl_extension(const char *name);
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void *epoxy_conservative_egl_dlsym(const char *name, bool exit_if_fails);
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void *epoxy_conservative_glx_dlsym(const char *name, bool exit_if_fails);
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bool epoxy_extension_in_string(const char *extension_list, const char *ext);
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#define glBegin_unwrapped epoxy_glBegin_unwrapped
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#define glEnd_unwrapped epoxy_glEnd_unwrapped
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extern void UNWRAPPED_PROTO(glBegin_unwrapped)(GLenum primtype);
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extern void UNWRAPPED_PROTO(glEnd_unwrapped)(void);
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#if USING_DISPATCH_TABLE
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void gl_init_dispatch_table(void);
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void gl_switch_to_dispatch_table(void);
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void wgl_init_dispatch_table(void);
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void wgl_switch_to_dispatch_table(void);
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extern uint32_t gl_tls_index, gl_tls_size;
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extern uint32_t wgl_tls_index, wgl_tls_size;
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#define wglMakeCurrent_unwrapped epoxy_wglMakeCurrent_unwrapped
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#define wglMakeContextCurrentARB_unwrapped epoxy_wglMakeContextCurrentARB_unwrapped
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#define wglMakeContextCurrentEXT_unwrapped epoxy_wglMakeContextCurrentEXT_unwrapped
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#define wglMakeAssociatedContextCurrentAMD_unwrapped epoxy_wglMakeAssociatedContextCurrentAMD_unwrapped
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extern BOOL UNWRAPPED_PROTO(wglMakeCurrent_unwrapped)(HDC hdc, HGLRC hglrc);
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extern BOOL UNWRAPPED_PROTO(wglMakeContextCurrentARB_unwrapped)(HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
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extern BOOL UNWRAPPED_PROTO(wglMakeContextCurrentEXT_unwrapped)(HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
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extern BOOL UNWRAPPED_PROTO(wglMakeAssociatedContextCurrentAMD_unwrapped)(HGLRC hglrc);
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#endif /* _WIN32_ */
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