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RASPBERRYPI: Don't make use of obsolete Broadcom libraries
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commit
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12
configure
vendored
12
configure
vendored
@ -3272,22 +3272,12 @@ if test -n "$_host"; then
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append_var LDFLAGS "-Xlinker --rpath-link=$RPI_ROOT/usr/lib/arm-linux-gnueabihf/pulseaudio"
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append_var LDFLAGS "-Xlinker --rpath-link=$RPI_ROOT/usr/lib/arm-linux-gnueabihf"
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append_var LDFLAGS "-Xlinker --rpath-link=$RPI_ROOT/lib/arm-linux-gnueabihf"
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append_var LDFLAGS "-Xlinker --rpath-link=$RPI_ROOT/opt/vc/lib"
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append_var LDFLAGS "-L$RPI_ROOT/opt/vc/lib"
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append_var CXXFLAGS "-isystem $RPI_ROOT/usr/include/arm-linux-gnueabihf"
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append_var CXXFLAGS "-I$RPI_ROOT/usr/include"
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# This is so optional OpenGL ES includes are found.
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append_var CXXFLAGS "-I$RPI_ROOT/opt/vc/include"
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# We prefer SDL2 on the Raspberry Pi: acceleration now depends on it
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# since SDL2 manages dispmanx/GLES2 very well internally.
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# SDL1 is bit-rotten on this platform.
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_sdlconfig=sdl2-config
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# OpenGL ES support is mature enough as to be the best option on
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# the Raspberry Pi, so it's enabled by default.
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# The Raspberry Pi always supports OpenGL ES 2.0 contexts, thus we
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# take advantage of those.
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_opengl_mode=gles2
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_opengl_game_es2=yes
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;;
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dreamcast)
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append_var DEFINES "-DDISABLE_DEFAULT_SAVEFILEMANAGER"
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@ -5488,7 +5478,7 @@ echocheck "OpenGL for game"
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if test "$_opengl_game" = auto ; then
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_opengl_game=no
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if (test "$_backend" = "sdl" && test "$_opengl" = yes) || test "$_backend" = "android3d" || test "$_backend" = "switch" || test "$_backend" = "raspberrypi"; then
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if (test "$_backend" = "sdl" && test "$_opengl" = yes) || test "$_backend" = "android3d" || test "$_backend" = "switch"; then
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# Try different header filenames
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# 1) GL/gl.h This is usually used on POSIX and Windows systems
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# 2) OpenGL/gl.h This is used on Mac OS X
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