annotate src/video/maccommon/SDL_macgl.c @ 916:46916168361d

Date: Sun, 25 Jul 2004 23:10:03 +0800 From: Chris Taylor Subject: SDL for Macintosh Programmer's Workshop: removed dynamic loading I'm working on a game called D2X which uses SDL, and I recently ported it to Mac OS 9. I used MPW to build it. It uses OpenGL. To get it to work, I had to build SDL so it doesn't dynamically load OpenGL. This is because I don't think MPW supports dynamic loading. The following patch makes sure when SDL is built under MPW, dynamic loading of shared libraries is disabled.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 25 Jul 2004 19:43:56 +0000
parents 0c3e00cc9580
children c9b51268668f
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2004 Sam Lantinga
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4
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5 This library is free software; you can redistribute it and/or
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6 modify it under the terms of the GNU Library General Public
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7 License as published by the Free Software Foundation; either
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8 version 2 of the License, or (at your option) any later version.
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9
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10 This library is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 Library General Public License for more details.
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14
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15 You should have received a copy of the GNU Library General Public
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16 License along with this library; if not, write to the Free
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17 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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18
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19 Sam Lantinga
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20 slouken@libsdl.org
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21 */
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22
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23 #ifdef SAVE_RCSID
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24 static char rcsid =
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25 "@(#) $Id$";
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26 #endif
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27
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28 /* AGL implementation of SDL OpenGL support */
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29
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30 #include "SDL_error.h"
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31 #include "SDL_lowvideo.h"
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32 #include "SDL_macgl_c.h"
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33 #include "SDL_loadso.h"
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34
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35
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36 /* krat: adding OpenGL support */
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37 int Mac_GL_Init(_THIS)
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38 {
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39 #ifdef HAVE_OPENGL
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40 AGLPixelFormat format;
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41 int i = 0;
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42 GLint attributes [ 24 ]; /* 24 is max possible in this setup */
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43 GLboolean noerr;
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44
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45 attributes[i++] = AGL_RGBA;
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46 if ( this->gl_config.red_size != 0 &&
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47 this->gl_config.blue_size != 0 &&
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48 this->gl_config.green_size != 0 ) {
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49 attributes[i++] = AGL_RED_SIZE;
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50 attributes[i++] = this->gl_config.red_size;
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51 attributes[i++] = AGL_GREEN_SIZE;
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52 attributes[i++] = this->gl_config.green_size;
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53 attributes[i++] = AGL_BLUE_SIZE;
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54 attributes[i++] = this->gl_config.blue_size;
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55 attributes[i++] = AGL_ALPHA_SIZE;
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56 attributes[i++] = this->gl_config.alpha_size;
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57 }
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58 if ( this->gl_config.double_buffer ) {
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59 attributes[i++] = AGL_DOUBLEBUFFER;
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60 }
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61 if ( this->gl_config.depth_size != 0 ) {
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62 attributes[i++] = AGL_DEPTH_SIZE;
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63 attributes[i++] = this->gl_config.depth_size;
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64 }
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65 if ( this->gl_config.stencil_size != 0 ) {
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66 attributes[i++] = AGL_STENCIL_SIZE;
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67 attributes[i++] = this->gl_config.stencil_size;
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68 }
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69 if ( this->gl_config.accum_red_size != 0 &&
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70 this->gl_config.accum_blue_size != 0 &&
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71 this->gl_config.accum_green_size != 0 ) {
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72
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73 attributes[i++] = AGL_ACCUM_RED_SIZE;
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74 attributes[i++] = this->gl_config.accum_red_size;
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75 attributes[i++] = AGL_ACCUM_GREEN_SIZE;
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76 attributes[i++] = this->gl_config.accum_green_size;
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77 attributes[i++] = AGL_ACCUM_BLUE_SIZE;
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78 attributes[i++] = this->gl_config.accum_blue_size;
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79 attributes[i++] = AGL_ACCUM_ALPHA_SIZE;
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80 attributes[i++] = this->gl_config.accum_alpha_size;
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81 }
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82 if ( this->gl_config.stereo ) {
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83 attributes[i++] = AGL_STEREO;
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84 }
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85 #if defined(AGL_SAMPLE_BUFFERS_ARB) && defined(AGL_SAMPLES_ARB)
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86 if ( this->gl_config.multisamplebuffers != 0 ) {
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87 attributes[i++] = AGL_SAMPLE_BUFFERS_ARB;
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88 attributes[i++] = this->gl_config.multisamplebuffers;
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89 }
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90 if ( this->gl_config.multisamplesamples != 0 ) {
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91 attributes[i++] = AGL_SAMPLES_ARB;
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92 attributes[i++] = this->gl_config.multisamplesamples;
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93 }
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94 #endif
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95 attributes[i++] = AGL_ALL_RENDERERS;
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96 attributes[i] = AGL_NONE;
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97
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98 format = aglChoosePixelFormat(NULL, 0, attributes);
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99 if ( format == NULL ) {
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100 SDL_SetError("Couldn't match OpenGL desired format");
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101 return(-1);
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102 }
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103
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104 glContext = aglCreateContext(format, NULL);
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105 if ( glContext == NULL ) {
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106 SDL_SetError("Couldn't create OpenGL context");
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107 return(-1);
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108 }
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109 aglDestroyPixelFormat(format);
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110
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111 #if TARGET_API_MAC_CARBON
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112 noerr = aglSetDrawable(glContext, GetWindowPort(SDL_Window));
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113 #else
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114 noerr = aglSetDrawable(glContext, (AGLDrawable)SDL_Window);
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115 #endif
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116
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117 if(!noerr) {
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118 SDL_SetError("Unable to bind GL context to window");
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119 return(-1);
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120 }
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121 return(0);
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122 #else
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123 SDL_SetError("OpenGL support not configured");
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124 return(-1);
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125 #endif
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126 }
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127
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128 void Mac_GL_Quit(_THIS)
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129 {
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130 #ifdef HAVE_OPENGL
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131 if ( glContext != NULL ) {
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132 aglSetCurrentContext(NULL);
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133 aglSetDrawable(glContext, NULL);
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134 aglDestroyContext(glContext);
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135 glContext = NULL;
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136 }
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137 #endif
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138 }
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139
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140 #ifdef HAVE_OPENGL
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141
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142 /* Make the current context active */
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143 int Mac_GL_MakeCurrent(_THIS)
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144 {
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145 int retval;
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146
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147 retval = 0;
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148 if( ! aglSetCurrentContext(glContext) ) {
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149 SDL_SetError("Unable to make GL context current");
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150 retval = -1;
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151 }
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152 return(retval);
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153 }
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154
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155 void Mac_GL_SwapBuffers(_THIS)
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156 {
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157 aglSwapBuffers(glContext);
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158 }
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159
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160 int Mac_GL_LoadLibrary(_THIS, const char *location)
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161 {
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162 if (location == NULL)
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163 location = "OpenGLLibrary";
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164
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165 this->hidden->libraryHandle = SDL_LoadObject(location);
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166
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167 this->gl_config.driver_loaded = 1;
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168 return (this->hidden->libraryHandle != NULL) ? 0 : -1;
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169 }
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170
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171 void Mac_GL_UnloadLibrary(_THIS)
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172 {
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173 SDL_UnloadObject(this->hidden->libraryHandle);
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174
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175 this->hidden->libraryHandle = NULL;
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176 this->gl_config.driver_loaded = 0;
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177 }
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178
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179 void* Mac_GL_GetProcAddress(_THIS, const char *proc)
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180 {
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181 return SDL_LoadFunction( this->hidden->libraryHandle, proc );
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182 }
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183
0
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184 #endif /* HAVE_OPENGL */
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185