The code used to check this symbol, but commit 689abf4 replaced it with
GLX_H, presumably to work better with either Mesa or Khronos headers.
But nVidia's header use the older include guard. Add it as another
option.
Should fix the headerguards.c compile test when the system glx.h is from
nVidia's binary drivers.
will return NULL and causes the function to fail. Thanx to Emmanuel Stapf (manus@eiffel.com) for the original patch.
This was verified running an application on macOS while the X server was running
on Windows Xming 7.5.0.10
...so that the generated code are buildable by pre-2013 Visual Studio.
The main thing that this does is that we avoid named initializers, but
instead initialize the structs in old-school C89 way.
The generated code may not look that robust, but since this is generated
code, I think this is not that much an issue; when the Khronos registry gets
updated, all that is needed is that the code gets re-generated, and we have the
items in the right order.
Since our provider enums are small, we can store them as bytes or
shorts if we just let the compiler know that it's OK. Saves 20kb in
the compiled library.
According to the OpenGL ES standard, "glGetString(GL_VERSION)" should
return a string starting with "OpenGL ES". However, PowerVR's OpenGL
ES implementation (and perhaps others) don't comply with the standard
here. If our context happend to be bound using EGL, then we can just
ask EGL what kind of context it was, avoiding the glGetString() check.
Don't mark epoxy_conservative_gl_version() for export, as it is meant
to be a private API to be used within libepoxy only.
Reviewed-by: Eric Anholt <eric@anholt.net>
This updates the script to generate code that is buildable by Visual Studio
2013 by:
-Using a macro to define the compiler-specific way to do noinline for a
function, and use it when needed.
-Avoid using empty arrays and structs as that is a C99 feature that will
likely be never support on Visual Studio as it is now an optional feature
of C11.
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.
Without this, we got code generation that was dependent on the
original ordering in the hash table, and thus non-reproducible builds.
Based on a commit by Stephan Kulow, but retaining the sorting by
function name first (that way all providers with the same name appear
next to each other like before, and also happens to ensure that core
names tend to appear before non-core names)