On 2020-06-29 22:09, Martin Storsjö wrote:
On Tue, 30 Jun 2020, Biswapriyo Nath wrote:

opengl32.dll and glu32.dll are present latest Windows Insider build for
ARM64 in System32 folder.

What does wglinfo-aarch64.exe say when you run on that version then? Does it actually provide an interface to the real hardware implementation? (Now when I come to think of it, I remember seeing a mention of something like that in May.)

Maybe they are using Angle ? https://github.com/Microsoft/angle

Providing it unconditionally in mingw-w64 is a bit problematic, because there's quite a bit of build systems (in particular, within VLC) that do try compiling things with OpenGL, and if available, they use it.

That means, if we add that import library, the VLC built with current mingw-w64 wouldn't run on current, existing Windows on ARM64.

We already use Angle in Qt on Windows so there's a chance it would work. But that's probably not good enough for most projects.

To work around that, all the relevant build systems would need to add explicit checks like "if (windows && arm) disable opengl;" instead of just relying on configure time detection, and such custom checks aren't really popular.

I think that's a more general problem than just OpenGL. Now that there is one Windows 10 with multiple variants it becomes trickier to target the whole Win10 base and use features when they are available. MS solves that by providing a SDK for the minimum OS target you want to support and link with DLLs that have all entries available at that version and above.

Mingw doesn't have this system. It may be solved in parts in header by hiding API depending on the NTDDI_VERSION. That would work for detection that relies on headers, not the ones that test linking without checking headers first.


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