On Tue, Nov 29, 2005 at 05:39:13AM +0000, Aric Cyr wrote:
Well I am only working on removing glX calls from wined3d and replacing them with wgl calls so I'd rather not impact the GL code if possible. At first I didn't quite understand your question, so let me see if I got this right. Currently wined3d directly links to libGL.so (via EXTRALIBS in the Makefile). So if I wanted to use opengl32.dll (for wgl), and I added it to IMPORTS it would override the libGL.so calls?
Well, this is the big question. I think we should ask Alexandre what happens in the Wine build system if a symbol is exported both by a Win32 DLL (here OpenGL32.DLL) and a Linux ELF DLL (here libGL.so) and a Wine DLL requires to be linked to both.
In my opinion I would have both GLX and WGL code co-exist... I really fear that to make some game happy in WGL, we would 'cheat' and report some stuff which is not exactly aligned with what the GPU really supports. Which means that WineD3D will not be able to trust what WGL reports as it may be tweaked.
Finally, if we get some 'GLX-only' extensions (maybe threading related - one can always hope :-) ), how could one support that using WGL ? Add our own fake extensions to WGL and 'thunk them' ?
Lionel