Per issue #4, splitting OpenGL ES into a separate project since there's no reason I can think of to need desktop and mobile versions in one assembly.
Also had to tweak the IsUint code due to some way that Mono handles uint.TryParse causing the generator to think 0xFFFFFFFFFFFFFFFF was somehow a uint. Now the code works when compiling with Mono.
Adding Mac dylib and SDL2-CS.dll.config to the test project.
Tweaking test code to do an individual function load (to give some test coverage to that method) before loading all function pointers.
Made GLCSGen by default have all GL files in a given project share their delegates and function pointers in a central interop class to reduce assembly size. This brings GL-CS.dll down from about 5.4MB to 2.4MB and GLES-CS.dll from about 500KB to 240KB.
GLCSGen can be run with '--isolated' to generate files the old way for people who want one very specific version as it will be smaller in that case.
Fixing code gen for LoadFunction to use BindingFlags.Public in non-isolated versions.
Added read me to explain the hackiness of the GLCSTest app.
Updated libSDL2-2.0.0.dylib to a version that actually works with Mono.
Consolidated the writing of the command delegates to share some code.
Fixing issue #5:
- Added try/catch around all function loading in LoadAllFunctions to give a good error if a function pointer fails to load.
- Added more advanced error checking in LoadFunction because there are more places it can go wrong and this way users have more info on where to look.
Adding flag to disable the error checking since it has impact on file size and perf, some people may not want it. Leaving it on by default since it is useful in many cases.