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@@ -2,40 +2,46 @@
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## OpenGL ES 2.x support
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-SDL has support for OpenGL ES 2.x under Windows via two alternative
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-implementations.
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+SDL has support for OpenGL ES 2.x under Windows via two alternative
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+implementations.
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-The most straightforward method consists in running your app in a system with
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-a graphic card paired with a relatively recent (as of November of 2013) driver
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-which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
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+The most straightforward method consists in running your app in a system with
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+a graphic card paired with a relatively recent (as of November of 2013) driver
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+which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
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to ship said extension on Windows currently include nVidia and Intel.
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-The other method involves using the ANGLE library (https://code.google.com/p/angleproject/)
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-If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile
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-extension is found, SDL will try to load the libEGL.dll library provided by
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-ANGLE.
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+The other method involves using the
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+[ANGLE library](https://code.google.com/p/angleproject/). If an OpenGL ES 2.x
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+context is requested and no WGL_EXT_create_context_es2_profile extension is
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+found, SDL will try to load the libEGL.dll library provided by ANGLE.
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To obtain the ANGLE binaries, you can either compile from source from
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-https://chromium.googlesource.com/angle/angle or copy the relevant binaries from
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-a recent Chrome/Chromium install for Windows. The files you need are:
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+https://chromium.googlesource.com/angle/angle or copy the relevant binaries
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+from a recent Chrome/Chromium install for Windows. The files you need are:
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- libEGL.dll
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- libGLESv2.dll
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-- d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler) *or* d3dcompiler_43.dll (supports Windows XP or later)
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+- d3dcompiler_46.dll (supports Windows Vista or later, better shader
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+ compiler) *or* d3dcompiler_43.dll (supports Windows XP or later)
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If you compile ANGLE from source, you can configure it so it does not need the
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-d3dcompiler_* DLL at all (for details on this, see their documentation).
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+d3dcompiler_* DLL at all (for details on this, see their documentation).
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However, by default SDL will try to preload the d3dcompiler_46.dll to
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-comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to
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-support Windows XP) or to skip this step at all, you can use the
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-SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details).
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+comply with ANGLE's requirements. If you wish SDL to preload
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+d3dcompiler_43.dll (to support Windows XP) or to skip this step at all, you
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+can use the SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more
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+details).
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Known Bugs:
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-
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+
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- SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
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that there's a bug in the library which prevents the window contents from
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refreshing if this is set to anything other than the default value.
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## Vulkan Surface Support
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-Support for creating Vulkan surfaces is configured on by default. To disable it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to use Vulkan graphics in your application.
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+Support for creating Vulkan surfaces is configured on by default. To disable
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+it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You
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+must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to
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+use Vulkan graphics in your application.
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+
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