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
Define PACKED for Visual Studio builds, so that we can try to reduce
our library size for Visual Studio builds. Add a ENDPACKED macro
that is currently defined only for Visual Studio builds as packing is
done via __pragma(pack(push,n), that should be popped when done.
Signed-off-by: Emmanuele Bassi <ebassi@gnome.org>
Most of the changes that happened after commit 8bbc0d40 broke epoxy
pretty much irreparably because of the CMake build and the attempt at
making libepoxy a static library that can be copy-pasted into another
project without generating files.
Since all the commits are entangled, and are full of unrelated changes,
we cannot simply do a localized set of reverts; instead, we need to hit
the reset button.
From this point forward, we're going to improve libepoxy's build while
attempting to keep the existing build system working. This may mean
reinstating the CMake build system at a later date.
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.
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.
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).
In addition to the failing testcase, there were a couple of
regressions in piglit's attribs test: one from glBegin_unwrapped vs
glBegin confusion in the __asm__ directives we were generating, and
one where the function pointers apparently were just getting mixed up
at application runtime.
This is going to change for macos and win32, and this will be easier
than trying to spread that logic through the python code and into the
generated code.
The dlopen bits are left in place, but the functions required the
types, and in the case of EGL, the types require that the platform
header actually exists.
This totally replaces the getprocaddress and dlsym code, which was
basically just stubs up until now. The is_glx/is_egl() is also
dropped -- they weren't doing anything, and the only false answer they
could give is if the dlopen were to fail.
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).
Unfortunately, for GLX 1.4+ entrypoints (just glxGetProcAddress
currently) or extensions, if there isn't a context bound then we don't
have a dpy and screen available to provide useful debug messages. Oh
well.