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Add library name override macros

This commit is contained in:
Camilla Löwy 2017-09-10 21:02:26 +02:00
parent b97039f3f5
commit d099181307
5 changed files with 27 additions and 7 deletions

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@ -265,6 +265,12 @@ If you are linking the Vulkan loader statically into your application then you
must also define @b _GLFW_VULKAN_STATIC. Otherwise, GLFW will attempt to use the must also define @b _GLFW_VULKAN_STATIC. Otherwise, GLFW will attempt to use the
external version. external version.
If you are using a custom name for the Vulkan, EGL, GLX, OSMesa, OpenGL, GLESv1
or GLESv2 library, you can override the default names by defining those you need
of @b _GLFW_VULKAN_LIBRARY, @b _GLFW_EGL_LIBRARY, @b _GLFW_GLX_LIBRARY, @b
_GLFW_OSMESA_LIBRARY, @b _GLFW_OPENGL_LIBRARY, @b _GLFW_GLESV1_LIBRARY and @b
_GLFW_GLESV2_LIBRARY. Otherwise, GLFW will use the built-in default names.
For the EGL context creation API, the following options are available: For the EGL context creation API, the following options are available:
- @b _GLFW_USE_EGLPLATFORM_H to use `EGL/eglplatform.h` for native handle - @b _GLFW_USE_EGLPLATFORM_H to use `EGL/eglplatform.h` for native handle

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@ -286,7 +286,9 @@ GLFWbool _glfwInitEGL(void)
int i; int i;
const char* sonames[] = const char* sonames[] =
{ {
#if defined(_GLFW_WIN32) #if defined(_GLFW_EGL_LIBRARY)
_GLFW_EGL_LIBRARY,
#elif defined(_GLFW_WIN32)
"libEGL.dll", "libEGL.dll",
"EGL.dll", "EGL.dll",
#elif defined(_GLFW_COCOA) #elif defined(_GLFW_COCOA)
@ -601,7 +603,9 @@ GLFWbool _glfwCreateContextEGL(_GLFWwindow* window,
const char** sonames; const char** sonames;
const char* es1sonames[] = const char* es1sonames[] =
{ {
#if defined(_GLFW_WIN32) #if defined(_GLFW_GLESV1_LIBRARY)
_GLFW_GLESV1_LIBRARY,
#elif defined(_GLFW_WIN32)
"GLESv1_CM.dll", "GLESv1_CM.dll",
"libGLES_CM.dll", "libGLES_CM.dll",
#elif defined(_GLFW_COCOA) #elif defined(_GLFW_COCOA)
@ -614,7 +618,9 @@ GLFWbool _glfwCreateContextEGL(_GLFWwindow* window,
}; };
const char* es2sonames[] = const char* es2sonames[] =
{ {
#if defined(_GLFW_WIN32) #if defined(_GLFW_GLESV2_LIBRARY)
_GLFW_GLESV2_LIBRARY,
#elif defined(_GLFW_WIN32)
"GLESv2.dll", "GLESv2.dll",
"libGLESv2.dll", "libGLESv2.dll",
#elif defined(_GLFW_COCOA) #elif defined(_GLFW_COCOA)
@ -628,7 +634,9 @@ GLFWbool _glfwCreateContextEGL(_GLFWwindow* window,
}; };
const char* glsonames[] = const char* glsonames[] =
{ {
#if defined(_GLFW_WIN32) #if defined(_GLFW_OPENGL_LIBRARY)
_GLFW_OPENGL_LIBRARY,
#elif defined(_GLFW_WIN32)
#elif defined(_GLFW_COCOA) #elif defined(_GLFW_COCOA)
#else #else
"libGL.so.1", "libGL.so.1",

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@ -244,7 +244,9 @@ GLFWbool _glfwInitGLX(void)
int i; int i;
const char* sonames[] = const char* sonames[] =
{ {
#if defined(__CYGWIN__) #if defined(_GLFW_GLX_LIBRARY)
_GLFW_GLX_LIBRARY,
#elif defined(__CYGWIN__)
"libGL-1.so", "libGL-1.so",
#else #else
"libGL.so.1", "libGL.so.1",

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@ -113,7 +113,9 @@ GLFWbool _glfwInitOSMesa(void)
int i; int i;
const char* sonames[] = const char* sonames[] =
{ {
#if defined(_WIN32) #if defined(_GLFW_OSMESA_LIBRARY)
_GLFW_OSMESA_LIBRARY,
#elif defined(_WIN32)
"libOSMesa.dll", "libOSMesa.dll",
"OSMesa.dll", "OSMesa.dll",
#elif defined(__APPLE__) #elif defined(__APPLE__)

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@ -49,7 +49,9 @@ GLFWbool _glfwInitVulkan(int mode)
return GLFW_TRUE; return GLFW_TRUE;
#if !defined(_GLFW_VULKAN_STATIC) #if !defined(_GLFW_VULKAN_STATIC)
#if defined(_GLFW_WIN32) #if defined(_GLFW_VULKAN_LIBRARY)
_glfw.vk.handle = _glfw_dlopen(_GLFW_VULKAN_LIBRARY);
#elif defined(_GLFW_WIN32)
_glfw.vk.handle = _glfw_dlopen("vulkan-1.dll"); _glfw.vk.handle = _glfw_dlopen("vulkan-1.dll");
#elif defined(_GLFW_COCOA) #elif defined(_GLFW_COCOA)
_glfw.vk.handle = _glfw_dlopen("libMoltenVK.dylib"); _glfw.vk.handle = _glfw_dlopen("libMoltenVK.dylib");