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