WinRT: made OpenGL window-init work with latest round of ANGLE/WinRT 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: https://github.com/MSOpenTech/angle/commit/bbd2eb0a9c453a941f2c7abacf616d5a66b6be92#diff-d1377fbe747de154e1bfcf7221d3de67
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58
diff --git a/src/video/winrt/SDL_winrtopengles.cpp b/src/video/winrt/SDL_winrtopengles.cpp
index 48e6cb5..4c71998 100644
--- a/src/video/winrt/SDL_winrtopengles.cpp
+++ b/src/video/winrt/SDL_winrtopengles.cpp
@@ -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
@@ -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,
};
@@ -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,
};