mirror of
https://github.com/Ryujinx/SDL.git
synced 2024-12-25 19:05:42 +00:00
WinRT: improved OpenGL ES compatibility on WinPhone/ARM and Surface RT
This change integrates initialization settings for ANGLE/WinRT, as suggested in MSOpenTech's latest ANGLE template-projects (for MSVC). This should fix some OpenGL initialization issues on WinPhone 8.1 on ARM, and on the 1st-generation Surface RT.
This commit is contained in:
parent
ec2df6490e
commit
5ad34f7a79
|
@ -38,8 +38,13 @@ using namespace Windows::UI::Core;
|
||||||
static const int ANGLE_D3D_FEATURE_LEVEL_ANY = 0;
|
static const int ANGLE_D3D_FEATURE_LEVEL_ANY = 0;
|
||||||
#define EGL_PLATFORM_ANGLE_ANGLE 0x3201
|
#define EGL_PLATFORM_ANGLE_ANGLE 0x3201
|
||||||
#define EGL_PLATFORM_ANGLE_TYPE_ANGLE 0x3202
|
#define EGL_PLATFORM_ANGLE_TYPE_ANGLE 0x3202
|
||||||
|
#define EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE 0x3204
|
||||||
|
#define EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE 0x3203
|
||||||
#define EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE 0x3205
|
#define EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE 0x3205
|
||||||
#define EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE 0x3207
|
#define EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE 0x3207
|
||||||
|
#define EGL_PLATFORM_ANGLE_USE_WARP_ANGLE 0x3208
|
||||||
|
#define EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER 0x320B
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* SDL/EGL top-level implementation
|
* SDL/EGL top-level implementation
|
||||||
|
@ -82,9 +87,35 @@ WINRT_GLES_LoadLibrary(_THIS, const char *path)
|
||||||
if (!_this->egl_data->egl_display) {
|
if (!_this->egl_data->egl_display) {
|
||||||
return SDL_SetError("Could not get EGL display");
|
return SDL_SetError("Could not get EGL display");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) {
|
||||||
|
return SDL_SetError("Could not initialize EGL");
|
||||||
|
}
|
||||||
} else {
|
} else {
|
||||||
const EGLint displayAttributes[] = {
|
/* Declare some ANGLE/EGL initialization property-sets, as suggested by
|
||||||
|
* MSOpenTech's ANGLE-for-WinRT template apps:
|
||||||
|
*/
|
||||||
|
const EGLint defaultDisplayAttributes[] =
|
||||||
|
{
|
||||||
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
|
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
|
||||||
|
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
|
||||||
|
EGL_NONE,
|
||||||
|
};
|
||||||
|
|
||||||
|
const EGLint fl9_3DisplayAttributes[] =
|
||||||
|
{
|
||||||
|
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_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
|
||||||
|
EGL_NONE,
|
||||||
|
};
|
||||||
|
|
||||||
|
const EGLint warpDisplayAttributes[] =
|
||||||
|
{
|
||||||
|
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
|
||||||
|
EGL_PLATFORM_ANGLE_USE_WARP_ANGLE, EGL_TRUE,
|
||||||
|
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
|
||||||
EGL_NONE,
|
EGL_NONE,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -99,15 +130,42 @@ WINRT_GLES_LoadLibrary(_THIS, const char *path)
|
||||||
return SDL_SetError("Could not retrieve ANGLE/WinRT display function(s)");
|
return SDL_SetError("Could not retrieve ANGLE/WinRT display function(s)");
|
||||||
}
|
}
|
||||||
|
|
||||||
_this->egl_data->egl_display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, displayAttributes);
|
#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
|
||||||
|
/* Try initializing EGL at D3D11 Feature Level 10_0+ (which is not
|
||||||
|
* supported on WinPhone 8.x.
|
||||||
|
*/
|
||||||
|
_this->egl_data->egl_display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, defaultDisplayAttributes);
|
||||||
if (!_this->egl_data->egl_display) {
|
if (!_this->egl_data->egl_display) {
|
||||||
return SDL_SetError("Could not get EGL display");
|
return SDL_SetError("Could not get EGL display");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE)
|
||||||
|
#endif
|
||||||
|
{
|
||||||
|
/* Try initializing EGL at D3D11 Feature Level 9_3, in case the
|
||||||
|
* 10_0 init fails, or we're on Windows Phone (which only supports
|
||||||
|
* 9_3).
|
||||||
|
*/
|
||||||
|
_this->egl_data->egl_display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, fl9_3DisplayAttributes);
|
||||||
|
if (!_this->egl_data->egl_display) {
|
||||||
|
return SDL_SetError("Could not get 9_3 EGL display");
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) {
|
||||||
|
/* Try initializing EGL at D3D11 Feature Level 11_0 on WARP
|
||||||
|
* (a Windows-provided, software rasterizer) if all else fails.
|
||||||
|
*/
|
||||||
|
_this->egl_data->egl_display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, warpDisplayAttributes);
|
||||||
|
if (!_this->egl_data->egl_display) {
|
||||||
|
return SDL_SetError("Could not get WARP EGL display");
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) {
|
if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) {
|
||||||
return SDL_SetError("Could not initialize EGL");
|
return SDL_SetError("Could not initialize EGL");
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue