libglvnd/src/GL/libgl.c

62 lines
2.0 KiB
C

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