|
@@ -101,26 +101,25 @@ Error ContextEGL::initialize() {
|
|
|
|
|
|
try {
|
|
|
|
|
|
- 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_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,
|
|
|
- };
|
|
|
+ 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_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,
|
|
|
+ };
|
|
|
|
|
|
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(eglGetProcAddress("eglGetPlatformDisplayEXT"));
|
|
|
|