Add swiftshader-named variants to library loading on Windows
Change-Id: I07234873cb8b64a158cd777d231367d56daf4255
Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/33069
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
Presubmit-Ready: Nicolas Capens <nicolascapens@google.com>
Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
Tested-by: Stuart Morgan <stuartmorgan@google.com>
diff --git a/src/OpenGL/libEGL/libEGL.hpp b/src/OpenGL/libEGL/libEGL.hpp
index 4a95a5f..68d2d80 100644
--- a/src/OpenGL/libEGL/libEGL.hpp
+++ b/src/OpenGL/libEGL/libEGL.hpp
@@ -94,9 +94,9 @@
{
#if defined(_WIN32)
#if defined(__LP64__)
- const char *libEGL_lib[] = {"libEGL.dll", "lib64EGL_translator.dll"};
+ const char *libEGL_lib[] = {"libswiftshader_libEGL.dll", "libEGL.dll", "lib64EGL_translator.dll"};
#else
- const char *libEGL_lib[] = {"libEGL.dll", "libEGL_translator.dll"};
+ const char *libEGL_lib[] = {"libswiftshader_libEGL.dll", "libEGL.dll", "libEGL_translator.dll"};
#endif
#elif defined(__ANDROID__)
const char *libEGL_lib[] = {"libEGL_swiftshader.so", "libEGL_swiftshader.so"};