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  • Hash : 063d9e78
    Author : Austin Kinross
    Date : 2015-11-19T17:24:47

    Add support for EGL_EXT_platform_device
    
    This allows an application to use EGLDeviceEXT to initialize EGL.
    
    For example, if an application wants to initialize EGL using an existing D3D11
    device (instead of ANGLE creating its D3D device), then the app may create an
    EGLDeviceEXT using EGL_ANGLE_device_creation_d3d11, and use this device to
    initialize EGL via EGL_EXT_platform_device.
    
    BUG=angleproject:1190
    
    Change-Id: Ife91ce95a63e29eb2b3f05aedfb668e4cac8f5ce
    Reviewed-on: https://chromium-review.googlesource.com/313444
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    Tested-by: Austin Kinross <aukinros@microsoft.com>
    

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    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

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