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Fix compilation for platforms where the include guard is different and the exported symbol was changed by Khronos.

Imported-from: https://svn.code.sf.net/p/dosbox/code-0/dosbox/trunk@4323
This commit is contained in:
Peter Veenstra 2020-02-14 16:53:52 +00:00
parent 5fc132c124
commit a2f473cebd

View file

@ -110,7 +110,8 @@ typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLin
typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar **string, const GLint *length);
//Change to NP, as Khronos changes include guard :(
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC_NP) (GLuint shader, GLsizei count, const GLchar **string, const GLint *length);
typedef void (APIENTRYP PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1);
typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
@ -136,7 +137,7 @@ PFNGLGETSHADERIVPROC glGetShaderiv = NULL;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = NULL;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = NULL;
PFNGLLINKPROGRAMPROC glLinkProgram = NULL;
PFNGLSHADERSOURCEPROC glShaderSource = NULL;
PFNGLSHADERSOURCEPROC_NP glShaderSource = NULL;
PFNGLUNIFORM2FPROC glUniform2f = NULL;
PFNGLUNIFORM1IPROC glUniform1i = NULL;
PFNGLUSEPROGRAMPROC glUseProgram = NULL;
@ -1757,7 +1758,7 @@ static void GUI_StartUp(Section * sec) {
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)SDL_GL_GetProcAddress("glGetShaderInfoLog");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)SDL_GL_GetProcAddress("glGetUniformLocation");
glLinkProgram = (PFNGLLINKPROGRAMPROC)SDL_GL_GetProcAddress("glLinkProgram");
glShaderSource = (PFNGLSHADERSOURCEPROC)SDL_GL_GetProcAddress("glShaderSource");
glShaderSource = (PFNGLSHADERSOURCEPROC_NP)SDL_GL_GetProcAddress("glShaderSource");
glUniform2f = (PFNGLUNIFORM2FPROC)SDL_GL_GetProcAddress("glUniform2f");
glUniform1i = (PFNGLUNIFORM1IPROC)SDL_GL_GetProcAddress("glUniform1i");
glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram");