gl_manager_windows_angle.cpp 3.3 KB

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  1. /**************************************************************************/
  2. /* gl_manager_windows_angle.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "gl_manager_windows_angle.h"
  31. #if defined(WINDOWS_ENABLED) && defined(GLES3_ENABLED)
  32. #include <stdio.h>
  33. #include <stdlib.h>
  34. #include <EGL/eglext_angle.h>
  35. const char *GLManagerANGLE_Windows::_get_platform_extension_name() const {
  36. return "EGL_ANGLE_platform_angle";
  37. }
  38. EGLenum GLManagerANGLE_Windows::_get_platform_extension_enum() const {
  39. return EGL_PLATFORM_ANGLE_ANGLE;
  40. }
  41. Vector<EGLAttrib> GLManagerANGLE_Windows::_get_platform_display_attributes() const {
  42. Vector<EGLAttrib> ret;
  43. ret.push_back(EGL_PLATFORM_ANGLE_TYPE_ANGLE);
  44. ret.push_back(EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE);
  45. ret.push_back(EGL_NONE);
  46. return ret;
  47. }
  48. EGLenum GLManagerANGLE_Windows::_get_platform_api_enum() const {
  49. return EGL_OPENGL_ES_API;
  50. }
  51. Vector<EGLint> GLManagerANGLE_Windows::_get_platform_context_attribs() const {
  52. Vector<EGLint> ret;
  53. ret.push_back(EGL_CONTEXT_CLIENT_VERSION);
  54. ret.push_back(3);
  55. ret.push_back(EGL_NONE);
  56. return ret;
  57. }
  58. void GLManagerANGLE_Windows::window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height) {
  59. window_make_current(p_window_id);
  60. eglWaitNative(EGL_CORE_NATIVE_ENGINE);
  61. }
  62. #endif // WINDOWS_ENABLED && GLES3_ENABLED