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![Jérôme Gardou](/assets/img/avatar_default.png)
There is no need to compile our DLLs as shared libraries since we are managing symbols exports and imports through spec files. On my system, this reduces the configure-time by a factor of two.
50 lines
1.2 KiB
CMake
50 lines
1.2 KiB
CMake
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spec2def(opengl32.dll opengl32.spec ADD_IMPORTLIB)
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include_directories(../mesa)
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add_definitions(
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-D_GDI32_ # prevent gl* being declared __declspec(dllimport) in MS headers
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-DBUILD_GL32 # declare gl* as __declspec(dllexport) in Mesa headers
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-D_GLAPI_NO_EXPORTS # prevent _glapi_* from being declared __declspec(dllimport)
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)
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if(OPENGL32_USE_TLS)
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add_definitions(-DOPENGL32_USE_TLS)
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endif()
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list(APPEND SOURCE
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apistubs.c
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dllmain.c
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icdload.c
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swimpl.c
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wgl.c
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wgl_font.c
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opengl32.h
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${CMAKE_CURRENT_BINARY_DIR}/opengl32_stubs.c)
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# set_source_files_properties(gcrt0.o libgmon.a PROPERTIES EXTERNAL_OBJECT TRUE)
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if(ARCH STREQUAL "i386")
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# Optimisation: use asm trampolines to ICD provided functions
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add_asm_files(opengl32_asm
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glapi_x86.s
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)
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endif()
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add_library(opengl32 MODULE
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${SOURCE}
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${opengl32_asm}
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${CMAKE_CURRENT_BINARY_DIR}/opengl32.def)
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target_link_libraries(opengl32
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wine
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${PSEH_LIB}
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mesa
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)
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set_module_type(opengl32 win32dll)
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add_importlibs(opengl32 gdi32 user32 advapi32 msvcrt kernel32 ntdll)
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add_pch(opengl32 opengl32.h SOURCE)
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add_cd_file(TARGET opengl32 DESTINATION reactos/system32 FOR all)
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