mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-11 21:58:31 +09:00
[Feat] (WGL): add Windows host layer - drop-in opengl32.dll with WGL over EGLImpl, Win32 window backend plumbing for both backends, ANGLE loader path, and leak-at-exit process teardown
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+28
-1
@@ -303,6 +303,13 @@ if (ANDROID)
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)
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endif()
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if (WIN32)
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list(APPEND SOURCE_FILES
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MobileGL/MG_Impl/WGLImpl/WGLImpl.cpp
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MobileGL/MG_Impl/WGLImpl/Exporting/Definitions.cpp
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)
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endif()
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set(MOBILEGL_LINK_LIBRARIES
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glslang::glslang
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spirv-cross-c
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@@ -331,10 +338,18 @@ set(MOBILEGL_INCLUDE_DIR
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${SPIRV-Headers_SOURCE_DIR}/include
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)
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add_library(${CMAKE_PROJECT_NAME} SHARED
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add_library(${CMAKE_PROJECT_NAME} SHARED
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${SOURCE_FILES}
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)
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if (WIN32)
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# The wgl* entry points are exported via .def (see the comment in wgl.def);
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# only the shared library links it.
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target_sources(${CMAKE_PROJECT_NAME} PRIVATE
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MobileGL/MG_Impl/WGLImpl/Exporting/wgl.def
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)
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endif()
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if (CMAKE_BUILD_TYPE STREQUAL "Debug")
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set_target_properties(${CMAKE_PROJECT_NAME} PROPERTIES
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C_VISIBILITY_PRESET default
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@@ -377,6 +392,18 @@ if(UNIX AND NOT APPLE AND NOT ANDROID)
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endforeach()
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endif()
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if(WIN32)
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# Drop-in for the classic GL loader path: a copy named opengl32.dll placed
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# next to a host executable is what LoadLibrary("opengl32.dll") and gdi32's
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# pixel-format forwarding will resolve.
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add_custom_command(TARGET ${CMAKE_PROJECT_NAME} POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"$<TARGET_FILE:${CMAKE_PROJECT_NAME}>"
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"$<TARGET_FILE_DIR:${CMAKE_PROJECT_NAME}>/opengl32.dll"
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COMMENT "Creating opengl32.dll drop-in copy"
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)
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endif()
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if(NOT ANDROID)
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add_library(${CMAKE_PROJECT_NAME}_s STATIC
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${SOURCE_FILES}
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