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Backends: OpenGL3: rename gl3w's loader symbols to allow LTO compilation with another copy of gl3w. (#6875, #6668, #4445)
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ocornut
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@ -22,6 +22,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445)
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// 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333)
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// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
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// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
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@ -467,7 +467,7 @@ GL3W_API int imgl3wIsSupported(int major, int minor);
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GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
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/* gl3w internal state */
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union GL3WProcs {
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union ImGL3WProcs {
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GL3WglProc ptr[59];
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struct {
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PFNGLACTIVETEXTUREPROC ActiveTexture;
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@ -532,7 +532,7 @@ union GL3WProcs {
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} gl;
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};
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GL3W_API extern union GL3WProcs imgl3wProcs;
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GL3W_API extern union ImGL3WProcs imgl3wProcs;
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/* OpenGL functions */
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#define glActiveTexture imgl3wProcs.gl.ActiveTexture
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@ -794,7 +794,7 @@ static const char *proc_names[] = {
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"glViewport",
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};
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GL3W_API union GL3WProcs imgl3wProcs;
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GL3W_API union ImGL3WProcs imgl3wProcs;
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static void load_procs(GL3WGetProcAddressProc proc)
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{
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