#if defined(SOKOL_IMPL) && !defined(SOKOL_GLUE_IMPL)
#define SOKOL_GLUE_IMPL
#endif
#ifndef SOKOL_GLUE_INCLUDED
#define SOKOL_GLUE_INCLUDED
#if defined(SOKOL_API_DECL) && !defined(SOKOL_GLUE_API_DECL)
#define SOKOL_GLUE_API_DECL SOKOL_API_DECL
#endif
#ifndef SOKOL_GLUE_API_DECL
#if defined(_WIN32) && defined(SOKOL_DLL) && defined(SOKOL_GLUE_IMPL)
#define SOKOL_GLUE_API_DECL __declspec(dllexport)
#elif defined(_WIN32) && defined(SOKOL_DLL)
#define SOKOL_GLUE_API_DECL __declspec(dllimport)
#else
#define SOKOL_GLUE_API_DECL extern
#endif
#endif
#ifdef __cplusplus
extern "C" {
#endif
#if defined(SOKOL_GFX_INCLUDED) && defined(SOKOL_APP_INCLUDED)
SOKOL_GLUE_API_DECL sg_context_desc sapp_sgcontext(void);
#endif
#ifdef __cplusplus
}
#endif
#endif
#ifdef SOKOL_GLUE_IMPL
#define SOKOL_GLUE_IMPL_INCLUDED (1)
#include <string.h>
#ifndef SOKOL_API_IMPL
#define SOKOL_API_IMPL
#endif
#if defined(SOKOL_GFX_INCLUDED) && defined(SOKOL_APP_INCLUDED)
SOKOL_API_IMPL sg_context_desc sapp_sgcontext(void) {
sg_context_desc desc;
memset(&desc, 0, sizeof(desc));
desc.color_format = (sg_pixel_format) sapp_color_format();
desc.depth_format = (sg_pixel_format) sapp_depth_format();
desc.sample_count = sapp_sample_count();
desc.gl.force_gles2 = sapp_gles2();
desc.metal.device = sapp_metal_get_device();
desc.metal.renderpass_descriptor_cb = sapp_metal_get_renderpass_descriptor;
desc.metal.drawable_cb = sapp_metal_get_drawable;
desc.d3d11.device = sapp_d3d11_get_device();
desc.d3d11.device_context = sapp_d3d11_get_device_context();
desc.d3d11.render_target_view_cb = sapp_d3d11_get_render_target_view;
desc.d3d11.depth_stencil_view_cb = sapp_d3d11_get_depth_stencil_view;
desc.wgpu.device = sapp_wgpu_get_device();
desc.wgpu.render_view_cb = sapp_wgpu_get_render_view;
desc.wgpu.resolve_view_cb = sapp_wgpu_get_resolve_view;
desc.wgpu.depth_stencil_view_cb = sapp_wgpu_get_depth_stencil_view;
return desc;
}
#endif
#endif