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@@ -31,7 +31,7 @@
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#include "EGL/eglext.h"
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-using namespace Platform;
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+using Platform::Exception;
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void ContextEGL::release_current() {
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@@ -103,23 +103,23 @@ Error ContextEGL::initialize() {
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const EGLint displayAttributes[] =
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{
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- /*EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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- EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
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- EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
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- EGL_NONE,*/
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- // These are the default display attributes, used to request ANGLE's D3D11 renderer.
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- // eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+.
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- EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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-
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- // EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices.
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- // Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it.
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- //EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
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-
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- // EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call
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- // the IDXGIDevice3::Trim method on behalf of the application when it gets suspended.
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- // Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement.
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- EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
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- EGL_NONE,
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+ /*EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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+ EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
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+ EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
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+ EGL_NONE,*/
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+ // These are the default display attributes, used to request ANGLE's D3D11 renderer.
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+ // eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+.
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+ EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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+
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+ // EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices.
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+ // Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it.
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+ //EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
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+
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+ // EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call
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+ // the IDXGIDevice3::Trim method on behalf of the application when it gets suspended.
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+ // Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement.
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+ EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
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+ EGL_NONE,
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};
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PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(eglGetProcAddress("eglGetPlatformDisplayEXT"));
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