#include <GL/glext.h>
+// Windows 8 GL headers define GL_EXT_paletted_texture but not
+// GL_TEXTURE_INDEX_SIZE_EXT, and due to the way we include DirectX headers, it
+// ends up taking precedence over the ones we bundle...
+#if defined(GL_EXT_paletted_texture) && !defined(GL_TEXTURE_INDEX_SIZE_EXT)
+#define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED
+#endif
+
+
// GL_NVX_gpu_memory_info
#define GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX 0x9047
#define GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX 0x9048
#elif defined(__APPLE__)
+#include <TargetConditionals.h>
+
+#if TARGET_OS_IPHONE
+#elif TARGET_OS_MAC
#include <OpenGL/OpenGL.h>
+
+#include <AvailabilityMacros.h>
+
+#ifndef MAC_OS_X_VERSION_10_6
+#define MAC_OS_X_VERSION_10_6 1060
+#endif
+
+#if MAC_OS_X_VERSION_MIN_REQUIRED >= MAC_OS_X_VERSION_10_6
#include <OpenGL/CGLIOSurface.h>
#include <OpenGL/CGLDevice.h>
+#else
+#define kCGLPFAAcceleratedCompute 97
+#define kCGLRPAcceleratedCompute 130
+typedef void *CGLShareGroupObj;
+typedef struct __IOSurface *IOSurfaceRef;
+#endif
#ifndef CGL_VERSION_1_3
#define kCGLPFAOpenGLProfile 99
CGLError CGLUpdateContext(CGLContextObj ctx);
}
+#endif
#else