wgl: Enable the use of Win32 threads.
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@@ -14,6 +14,7 @@ if env['platform'] in ['windows']:
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env.Append(CPPDEFINES = [
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'_GDI32_', # prevent wgl* being declared __declspec(dllimport)
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'BUILD_GL32', # declare gl* as __declspec(dllexport) in Mesa headers
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'WIN32_THREADS', # use Win32 thread API
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])
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sources = [
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@@ -27,6 +27,7 @@
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#include <windows.h>
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#include "glapi/glthread.h"
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#include "util/u_debug.h"
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#include "pipe/p_screen.h"
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@@ -35,6 +36,11 @@
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#include "shared/stw_pixelformat.h"
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#include "shared/stw_public.h"
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#ifdef WIN32_THREADS
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extern _glthread_Mutex OneTimeLock;
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extern void FreeAllTSD(void);
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#endif
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struct stw_device *stw_dev = NULL;
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@@ -73,6 +79,10 @@ st_init(const struct stw_winsys *stw_winsys)
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stw_dev->stw_winsys = stw_winsys;
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#ifdef WIN32_THREADS
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_glthread_INIT_MUTEX(OneTimeLock);
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#endif
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stw_dev->screen = stw_winsys->create_screen();
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if(!stw_dev->screen)
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goto error1;
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@@ -114,6 +124,11 @@ st_cleanup(void)
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stw_dev->screen->destroy(stw_dev->screen);
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#ifdef WIN32_THREADS
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_glthread_DESTROY_MUTEX(OneTimeLock);
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FreeAllTSD();
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#endif
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#ifdef DEBUG
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debug_memory_end(stw_dev->memdbg_no);
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#endif
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@@ -16,6 +16,7 @@ if env['platform'] != 'winddk':
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env.Append(CPPDEFINES = [
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'_GDI32_', # prevent gl* being declared __declspec(dllimport) in MS headers
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'BUILD_GL32', # declare gl* as __declspec(dllexport) in Mesa headers
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'WIN32_THREADS', # use Win32 thread API
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])
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#
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