62 lines
2.0 KiB
C
62 lines
2.0 KiB
C
/*
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* Copyright (c) 2013, NVIDIA CORPORATION.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and/or associated documentation files (the
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* "Materials"), to deal in the Materials without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Materials, and to
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* permit persons to whom the Materials are furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* unaltered in all copies or substantial portions of the Materials.
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* Any additions, deletions, or changes to the original source files
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* must be clearly indicated in accompanying documentation.
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*
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* THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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*/
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#include <dlfcn.h>
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#include <GL/gl.h>
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#include <GL/glx.h>
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#include "libglxgl.h"
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#include "compiler.h"
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#include "entry.h"
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#include "stub.h"
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#include "GLdispatch.h"
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static int patchStubId = -1;
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// Initialize GLX imports
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#if defined(USE_ATTRIBUTE_CONSTRUCTOR)
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void __attribute__((constructor)) __libGLInit(void)
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#else
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void _init(void)
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#endif
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{
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__glDispatchInit();
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// Register these entrypoints with GLdispatch so they can be overwritten at
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// runtime
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patchStubId = __glDispatchRegisterStubCallbacks(stub_get_patch_callbacks());
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}
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#if defined(USE_ATTRIBUTE_CONSTRUCTOR)
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void __attribute__((destructor)) __libGLFini(void)
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#else
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void _fini(void)
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#endif
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{
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// Unregister the GLdispatch entrypoints
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stub_cleanup();
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__glDispatchUnregisterStubCallbacks(patchStubId);
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__glDispatchFini();
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}
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