/**************************************************************************/ /* gl_manager_windows_angle.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "gl_manager_windows_angle.h" #if defined(WINDOWS_ENABLED) && defined(GLES3_ENABLED) #include #include #include const char *GLManagerANGLE_Windows::_get_platform_extension_name() const { return "EGL_ANGLE_platform_angle"; } EGLenum GLManagerANGLE_Windows::_get_platform_extension_enum() const { return EGL_PLATFORM_ANGLE_ANGLE; } Vector GLManagerANGLE_Windows::_get_platform_display_attributes() const { Vector ret; ret.push_back(EGL_PLATFORM_ANGLE_TYPE_ANGLE); ret.push_back(EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE); ret.push_back(EGL_NONE); return ret; } EGLenum GLManagerANGLE_Windows::_get_platform_api_enum() const { return EGL_OPENGL_ES_API; } Vector GLManagerANGLE_Windows::_get_platform_context_attribs() const { Vector ret; ret.push_back(EGL_CONTEXT_CLIENT_VERSION); ret.push_back(3); ret.push_back(EGL_NONE); return ret; } void GLManagerANGLE_Windows::window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height) { window_make_current(p_window_id); eglWaitNative(EGL_CORE_NATIVE_ENGINE); } #endif // WINDOWS_ENABLED && GLES3_ENABLED