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)
These LDFLAGS go to the compiler, and getting the arg to the linker
requires -Wl or -Xlinker. gcc apparently was passing this through
anyway, while clang was getting angry.
This isn't quite as good as I'd like -- the XVFB setup doesn't support
a bunch of context creation extensions that we use, and I haven't
looked into the multiplatform stuff for doing OS X testing yet. I
think it's a good start, though.
This has been tested with both OpenGL and OpenGL ES on Android.
We can't use dlsym on Android to get all the function pointers since Android's libGLES* libraries are just shim libraries that pass everything through
to the real vendor specific libraries.
Due to this we must grab function pointers entirely through eglGetProcAddress instead of dlsym.