1887a9df19
Co-authored-by: Riteo <riteo@posteo.net>
70 lines
3.1 KiB
C++
70 lines
3.1 KiB
C++
/**************************************************************************/
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/* gl_manager_windows_angle.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "gl_manager_windows_angle.h"
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#if defined(WINDOWS_ENABLED) && defined(GLES3_ENABLED)
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#include <stdio.h>
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#include <stdlib.h>
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#include <EGL/eglext_angle.h>
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const char *GLManagerANGLE_Windows::_get_platform_extension_name() const {
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return "EGL_ANGLE_platform_angle";
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}
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EGLenum GLManagerANGLE_Windows::_get_platform_extension_enum() const {
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return EGL_PLATFORM_ANGLE_ANGLE;
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}
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Vector<EGLAttrib> GLManagerANGLE_Windows::_get_platform_display_attributes() const {
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Vector<EGLAttrib> ret;
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ret.push_back(EGL_PLATFORM_ANGLE_TYPE_ANGLE);
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ret.push_back(EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE);
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ret.push_back(EGL_NONE);
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return ret;
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}
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EGLenum GLManagerANGLE_Windows::_get_platform_api_enum() const {
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return EGL_OPENGL_ES_API;
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}
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Vector<EGLint> GLManagerANGLE_Windows::_get_platform_context_attribs() const {
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Vector<EGLint> ret;
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ret.push_back(EGL_CONTEXT_CLIENT_VERSION);
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ret.push_back(3);
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ret.push_back(EGL_NONE);
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return ret;
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}
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#endif // WINDOWS_ENABLED && GLES3_ENABLED
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