Quoting Jon Turney (2017-11-29 08:23:00) > On 27/11/2017 18:35, Dylan Baker wrote: > > Quoting Jon Turney (2017-11-27 05:58:32) > >> --- > >> src/glx/meson.build | 25 +++++++++++++---------- > >> src/glx/windows/meson.build | 48 > >> +++++++++++++++++++++++++++++++++++++++++++++ > >> 2 files changed, 63 insertions(+), 10 deletions(-) > >> create mode 100644 src/glx/windows/meson.build > > >> + extra_deps_libgl = [ > >> + meson.get_compiler('c').find_library('gdi32'), > >> + meson.get_compiler('c').find_library('opengl32') > > > > You should (though I haven't tested), be able to replace the last call with: > > dependency('opengl') > > > > (There is code for this in meson, but there's a lot of TODO's around it). > > I'm not sure that's a good idea. I did go back and forth a bit on just > using '-lopengl32' here... > > It probably helps to bear in mind that this is building a big shim, > where the GL calls from a GLX client are ultimately directed to the > native Windows opengl32.dll > > (mainly this happens via a dispatch table populated using > _glapi_create_table_from_handle() on a handle to opengl32.dll, but there > are some direct calls, for probably not very good reasons) > > So, it's quite important that opengl32 is linked with here, not just any > libGL (e.g. an installed version of what we are building...)
Then `dependency('opengl', method : 'system')` should do what you want, but I'm okay with leaving this as-is for now too, we can always revisit it later. With the other things fixed: Reviewed-by: Dylan Baker <dy...@pnwbakers.com>
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