Re: [7/9] WineD3D: Always load glFinish and glFlush from opengl32.dll
2008/8/3 Stefan Dösinger <stefan(a)codeweavers.com>:
+/* glFinish and glFlush are always loaded from opengl32.dll, this the always have + * __stdcall calling convention + */ In theory WINAPI could be something else than __stdcall.
2008/8/3 Stefan Dösinger <stefan(a)codeweavers.com>:
+/* glFinish and glFlush are always loaded from opengl32.dll, this the always have + * __stdcall calling convention + */ In theory WINAPI could be something else than __stdcall. The code uses __stdcall, not WINAPI, if USE_WIN32_OPENGL is defined, thus I've used __stdcall here too
2008/8/3 Stefan Dösinger <stefan(a)codeweavers.com>:
The code uses __stdcall, not WINAPI, if USE_WIN32_OPENGL is defined, thus I've used __stdcall here too
What code? The exports in opengl32.dll are WINAPI. (It would only really make a difference for Win64, I guess)
The code uses __stdcall, not WINAPI, if USE_WIN32_OPENGL is defined, thus I've used __stdcall here too
What code? The exports in opengl32.dll are WINAPI. (It would only really make a difference for Win64, I guess) The definition of WINE_GLAPI on top of the same file:
#ifdef USE_WIN32_OPENGL #define WINE_GLAPI __stdcall #else #define WINE_GLAPI #endif I can surely send a patch that replaces the __stdcall in there with WINAPI, but I'd prefer to ask Roderick first why he set it up this way.
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H. Verbeet -
Stefan Dösinger