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b51a3206
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2014-03-22T20:48:18
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WinRT: Got OpenGL ES 2 working with the latest version of ANGLE/WinRT.
SDL/WinRT did have support for OpenGL ES 2 via an older version of ANGLE/WinRT,
however its API changed a few months ago, and SDL/WinRT would crash when trying
to use it. It would also occasionally crash when using the older version.
This changeset should make SDL/WinRT work with the latest version, as
available via MS Open Tech's git repository of it at
https://github.com/msopentech/angle
Older versions of ANGLE/WinRT (from either https://github.com/stammen/angleproject
or https://bitbucket.org/DavidLudwig/angleproject) will need to be updated to
MS Open Tech's latest version.
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1367bf87
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2014-03-09T11:36:47
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Integrated David Ludwig's support for Windows RT
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58edac3e
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2014-02-02T00:53:27
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Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
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c0d86b92
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2014-01-14T21:29:38
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Make EGL loading more resilient.
Lesson learned while trying to run L4D2 under Wayland :)
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ec1cb49e
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2013-12-14T20:18:43
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Wayland support
Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al.
Additional changes in this commit, done by me:
* Wayland uses the common EGL framework
* EGL can now create a desktop OpenGL context
* testgl2 loads GL functions dynamically, no need to link to libGL anymore
* Assorted fixes to the Wayland backend
Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10,
running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
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4a8c2967
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2013-12-13T09:48:12
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Context sharing for EGL
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013d9982
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2013-12-02T23:54:35
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Fixed error return value in SDL_EGL_CreateSurface(), thanks to Mike Kasprzak
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7d9e42f2
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2013-12-02T10:08:57
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Select EGL config when creating the EGL surface
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f848adff
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2013-11-29T10:06:08
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Improve Android pause/resume behavior.
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ecfbb3f5
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2013-11-28T22:59:21
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WinRT: got the SDL-official OpenGL ES 2 changes working, in an experimental state
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7e1289af
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2013-11-24T23:56:17
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Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
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61959aa6
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2013-11-22T13:24:53
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OpenGL ES support for Windows
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131a0725
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2013-11-19T11:04:05
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Find the best EGL config available between those returned by eglChooseConfig
This existed in the old Android Java code, it got lost in the migration to the
commong EGL code.
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35915d4f
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2013-11-14T20:14:02
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Clean up the EGL related video backends (X11, Android, RPi)
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749117ac
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2013-11-04T19:54:29
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WinRT: added experimental OpenGL ES 2.0 support
A port of the ANGLE library (OpenGL ES 2.0 for Direct3D) to WinRT, via https://github.com/stammen/angleproject, is used as a base.
To enable, clone 'angleproject' into the directory one above where SDL/WinRT is, open the file SDL/include/SDL_config_winrt.h, and uncomment the #defines that begin with 'SDL_VIDEO_OPENGL'. From there, apps can create an OpenGL capable SDL_Window via the flag, SDL_WINDOW_OPENGL, and an OpenGL ES 2 context via SDL_GL_CreateContext. The Direct3D 11.1 renderer cannot be used alongside SDL_WINDOW_OPENGL. Only Windows 8/8.1 is supported for now. Shaders may need to be precompiled, in some (all?) cases.
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e651ab12
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2013-10-31T10:02:21
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Fixes Bug #2191,incorrect test for egl_context validity
Thanks David Binderman!
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360c3d85
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2013-10-21T00:15:24
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Better cleanup if OpenGL initialization fails
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9c489c7c
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2013-10-04T08:23:37
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Fix EGL/OpenGL ES paths
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9ceed73d
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2013-09-28T13:28:19
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Raspberry Pi support (also unified UDEV and EVDEV support)
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ad20c801
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2013-08-26T14:23:18
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Fixes typo in EGL code (thanks jmcfarlane!)
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2490166d
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2013-08-21T10:12:16
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Fixes for -Wdeclaration-after-statement
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0eeb76d8
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2013-08-19T16:29:46
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Fixes bug #2037, common EGL code for Android and X11
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