Ensure that we also have import/export decorations for the prototypes, as
Visual Studio does not like such decorations on the function definitions
without the prototypes decorated as well, when the function prototypes
exist.
The only way these get used is when you choose to include epoxy/gl.h
but EGL/egl.h. I'm not sure that's something I want to actually
support, but piglit happened to do so, and this gets things working.
There's not as much support here as in real khrplatform.h, but then
there's no EGL for windows. And seriously, compilers support 64-bit
and float types, why would you even build this complexity?
We can't completely avoid it, since gl's headers use these defines for
their header guards, and we really do need to stop the system GL
headers from doing anything.
Fixes#14
For performance, I want to be able to make single-context (well,
single-pixel-format-and-device) apps be able to directly call GL
functions through function pointers. Bake that into the ABI now so I
can get a release out the door and fix this up later.
This also fixes the lack of __stdcall annotation on the
PFNWHATEVERPROC typedefs.
This lets the compiler generate faster function calls (call through
function pointer, instead of call into a linker-generated stub func
containing jump to function pointer).
I was thinking at one point that part of the build was going to
require not including the #defines from the generated code, but would
want these prototypes. It turns out that's not the case (and if it
is, I'll just wrap the #defines in an ifdef).