Commit graph

13 commits

Author SHA1 Message Date
Sam Lantinga 8f58bb9cf8 Added SDL_USE_BUILTIN_OPENGL_DEFINITIONS to avoid system OpenGL headers 2021-10-21 20:48:08 -07:00
Ivan Epifanov 134dd46819 Add pvr gles/gles2 context support 2021-09-09 07:22:01 -07:00
Sam Lantinga 9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Sam Lantinga a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
Sam Lantinga 3efea5ea28 Don't have Windows headers define min/max, in case they're defined by application code 2019-09-11 15:08:37 -07:00
Sam Lantinga 5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Sam Lantinga e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Sam Lantinga 88e3562ba0 Use the included Khronos headers on Android so we can create Core OpenGL contexts when building with older SDK 2017-11-27 15:07:07 -08:00
Sam Lantinga 003d491f86 Fixed bug 3724 - Allow Angle Static Link
Carlos

We would like to add a switch (define) that allows us to compile Angle statically with SDL. That is, getting rid of the OpenGL DLL. Usually you need OpenGL to be loaded dynamically as DLL because implementation is provided by the system but no need with Angle.

Only 2 files need modification and it shouldn't affect current behaivor:
include/SDL_egl.h and src/video/SDL_egl.c, as in here

https://github.com/native-toolkit/sdl/pull/10/files

The flag name could be SDL_VIDEO_STATIC_ANGLE (instead of NATIVE_TOOLKIT_STATIC_ANGLE) as discussed here https://github.com/native-toolkit/sdl/pull/10

We have tested this with both Windows and UWP, using NME engine (https://github.com/haxenme/nme).

Releated issue: https://bugzilla.libsdl.org/show_bug.cgi?id=1820
2017-08-27 19:05:57 -07:00
Sam Lantinga 45b774e3f7 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Sam Lantinga 42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Alex Szpakowski 2d63af8eb1 Updated SDL_egl.h to have the latest EGL version and extension information. 2015-08-21 00:19:36 -03:00
Philipp Wiesemann 0e45984fa0 Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
2015-06-21 17:33:46 +02:00