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WinRT: made OpenGL window-init work with latest round of ANGLE/WinRT …
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…updates

Various constants in ANGLE/WinRT, both in MSOpenTech's ms-master branch, and
in Google's branch, were changed again.  This change makes SDL/WinRT work with
them.

To note, the ms-master branch (of ANGLE) was updated via this merge:
microsoft/angle@bbd2eb0#diff-d1377fbe747de154e1bfcf7221d3de67
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DavidLudwig committed Mar 17, 2015
1 parent b12ea75 commit 522fd82
Showing 1 changed file with 16 additions and 11 deletions.
27 changes: 16 additions & 11 deletions src/video/winrt/SDL_winrtopengles.cpp
Expand Up @@ -36,13 +36,15 @@ using namespace Windows::UI::Core;

/* ANGLE/WinRT constants */
static const int ANGLE_D3D_FEATURE_LEVEL_ANY = 0;
#define EGL_PLATFORM_ANGLE_ANGLE 0x3201
#define EGL_PLATFORM_ANGLE_TYPE_ANGLE 0x3202
#define EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE 0x3203
#define EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE 0x3204
#define EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE 0x3205
#define EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE 0x3207
#define EGL_PLATFORM_ANGLE_USE_WARP_ANGLE 0x3208
#define EGL_PLATFORM_ANGLE_ANGLE 0x3202
#define EGL_PLATFORM_ANGLE_TYPE_ANGLE 0x3203
#define EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE 0x3204
#define EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE 0x3205
#define EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE 0x3208
#define EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE 0x3209
#define EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE 0x320B
#define EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE 0x320F

#define EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER 0x320B


Expand Down Expand Up @@ -98,7 +100,8 @@ WINRT_GLES_LoadLibrary(_THIS, const char *path)
const EGLint defaultDisplayAttributes[] =
{
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
EGL_NONE,
};

Expand All @@ -107,15 +110,17 @@ WINRT_GLES_LoadLibrary(_THIS, const char *path)
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
EGL_NONE,
};

const EGLint warpDisplayAttributes[] =
{
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_USE_WARP_ANGLE, EGL_TRUE,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
EGL_NONE,
};

Expand Down

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