****************************************************************************/
#include <EGL/egl.h>
+
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#include <bcm_host.h>
#include <EGL/fbdev_window.h>
#include <EGL/egl.h>
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
int main(int, char **)
#include <EGL/egl.h>
#include <EGL/eglvivante.h>
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
int main(int, char **)
#include <xf86drm.h>
}
#include <EGL/egl.h>
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
int main(int, char **)
#ifdef BUILD_ON_MAC
#include <OpenGLES/ES2/gl.h>
#else
+ #define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#endif
#ifndef ANGLEGL_H_
#define ANGLEGL_H_
+#define GL_GLEXT_PROTOTYPES
#include "GLES2/gl2.h"
#include "GLES2/gl2ext.h"
#include "GLES3/gl3.h"
#include "common/angleutils.h"
#include <EGL/egl.h>
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#include <map>
#include "common/angleutils.h"
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#include <GLSLANG/ShaderLang.h>
#include "common/debug.h"
#include "libANGLE/Error.h"
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
namespace gl
#include "common/angleutils.h"
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
namespace rx
#ifndef LIBANGLE_INDEXDATAMANAGER_H_
#define LIBANGLE_INDEXDATAMANAGER_H_
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#include "common/angleutils.h"
#ifndef LIBANGLE_RENDERER_D3D_SWAPCHAIND3D_H_
#define LIBANGLE_RENDERER_D3D_SWAPCHAIND3D_H_
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#include <EGL/egl.h>
#include "common/debug.h"
#include "libANGLE/Error.h"
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#include <stdint.h>
#include "common/angleutils.h"
#include "libANGLE/Error.h"
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#include <cstddef>
#include "libANGLE/Error.h"
#include "common/angleutils.h"
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#include <cstddef>
#include "common/platform.h"
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#include <map>
#include "common/angleutils.h"
#include "libANGLE/Error.h"
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
namespace gl
#include "common/mathutil.h"
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#include <GLES3/gl3.h>
#ifndef LIBANGLE_VALIDATION_ES2_H_
#define LIBANGLE_VALIDATION_ES2_H_
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
namespace gl
#ifndef LIBGLESV2_ENTRYPOINTGLES20_H_
#define LIBGLESV2_ENTRYPOINTGLES20_H_
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#include <export.h>
#ifndef LIBGLESV2_ENTRYPOINTGLES20EXT_H_
#define LIBGLESV2_ENTRYPOINTGLES20EXT_H_
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <export.h>
// applications cannot target ES 3. Therefore QOpenGLFunctions and
// friends do everything dynamically and never rely on these macros.
+#define GL_GLEXT_PROTOTYPES
# if defined(QT_OPENGL_ES_3_1)
# include <GLES3/gl31.h>
# elif defined(QT_OPENGL_ES_3)
#include <gbm.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "qopenwfdport.h"
#include <EGL/egl.h>
+#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2.h>
class QOpenWFDOutputBuffer
#include <qglobal.h>
#ifndef QT_OPENGL_DYNAMIC
# if defined(GL_IMPLEMENTATION_GLES2)
+# define GL_GLEXT_PROTOTYPES
# include <GLES2/gl2.h>
# elif defined(GL_IMPLEMENTATION_GL)
# ifdef Q_OS_WIN