/**************************************************************************/
/* 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 <stdio.h>
#include <stdlib.h>
#include <EGL/eglext_angle.h>
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<EGLAttrib> GLManagerANGLE_Windows::_get_platform_display_attributes() const {
Vector<EGLAttrib> 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<EGLint> GLManagerANGLE_Windows::_get_platform_context_attribs() const {
Vector<EGLint> 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