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| author | George Marques | 2017-09-21 22:47:52 -0300 |
|---|---|---|
| committer | George Marques | 2017-09-21 22:47:52 -0300 |
| commit | d595b79c62a2db691f5b7314d365d3a57b601c18 (patch) | |
| tree | b086cf6468220412e1413f5355398a46f4a31593 /platform/uwp | |
| parent | b51180caa3063937d2155233fd0bf8155c317ba9 (diff) | |
| download | godot-d595b79c62a2db691f5b7314d365d3a57b601c18.tar.gz godot-d595b79c62a2db691f5b7314d365d3a57b601c18.tar.zst godot-d595b79c62a2db691f5b7314d365d3a57b601c18.zip | |
Diffstat (limited to 'platform/uwp')
| -rw-r--r-- | platform/uwp/gl_context_egl.cpp | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/platform/uwp/gl_context_egl.cpp b/platform/uwp/gl_context_egl.cpp index dd186c97d..ed3db65cd 100644 --- a/platform/uwp/gl_context_egl.cpp +++ b/platform/uwp/gl_context_egl.cpp @@ -31,7 +31,7 @@ #include "EGL/eglext.h" -using namespace Platform; +using Platform::Exception; void ContextEGL::release_current() { @@ -103,23 +103,23 @@ Error ContextEGL::initialize() { 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_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")); |
