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| author | Rémi Verschelde | 2017-11-09 23:36:08 +0100 |
|---|---|---|
| committer | Rémi Verschelde | 2017-11-09 23:36:08 +0100 |
| commit | ed57f0a0d40e7fa8dde222c48cd5649d3f80008e (patch) | |
| tree | e25a7a5ce877126b8d8bd8f7a1d1b5a782d90ada /platform/uwp/gl_context_egl.cpp | |
| parent | 9e6f9742f4443b0fdb7593ea1fc1b3a7dd46409c (diff) | |
| download | godot-ed57f0a0d40e7fa8dde222c48cd5649d3f80008e.tar.gz godot-ed57f0a0d40e7fa8dde222c48cd5649d3f80008e.tar.zst godot-ed57f0a0d40e7fa8dde222c48cd5649d3f80008e.zip | |
Diffstat (limited to 'platform/uwp/gl_context_egl.cpp')
| -rw-r--r-- | platform/uwp/gl_context_egl.cpp | 35 |
1 files changed, 17 insertions, 18 deletions
diff --git a/platform/uwp/gl_context_egl.cpp b/platform/uwp/gl_context_egl.cpp index ed3db65cd..dafe5d5e2 100644 --- a/platform/uwp/gl_context_egl.cpp +++ b/platform/uwp/gl_context_egl.cpp @@ -101,26 +101,25 @@ Error ContextEGL::initialize() { try { - const EGLint displayAttributes[] = - { - /*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_NONE,*/ - // These are the default display attributes, used to request ANGLE's D3D11 renderer. - // eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+. - EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, + const EGLint displayAttributes[] = { + /*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_NONE,*/ + // These are the default display attributes, used to request ANGLE's D3D11 renderer. + // eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+. + EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, - // EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices. - // Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it. - //EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE, + // EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices. + // Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it. + //EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE, - // EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call - // the IDXGIDevice3::Trim method on behalf of the application when it gets suspended. - // Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement. - EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE, - EGL_NONE, - }; + // EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call + // the IDXGIDevice3::Trim method on behalf of the application when it gets suspended. + // Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement. + EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE, + EGL_NONE, + }; PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(eglGetProcAddress("eglGetPlatformDisplayEXT")); |
