WinRT: made OpenGL window-init work with latest round of ANGLE/WinRT updates

Various constants in ANGLE/WinRT, both in MSOpenTech's ms-master branch, and
in Google's branch, were changed again.  This change makes SDL/WinRT work with
them.

To note, the ms-master branch (of ANGLE) was updated via this merge:
bbd2eb0a9c (diff-d1377fbe747de154e1bfcf7221d3de67)
This commit is contained in:
David Ludwig 2015-03-17 19:45:47 -04:00
parent b12ea75991
commit 522fd82901

View File

@ -36,13 +36,15 @@ using namespace Windows::UI::Core;
/* ANGLE/WinRT constants */ /* ANGLE/WinRT constants */
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 0x3202
#define EGL_PLATFORM_ANGLE_TYPE_ANGLE 0x3202 #define EGL_PLATFORM_ANGLE_TYPE_ANGLE 0x3203
#define EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE 0x3203 #define EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE 0x3204
#define EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE 0x3204 #define EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE 0x3205
#define EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE 0x3205 #define EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE 0x3208
#define EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE 0x3207 #define EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE 0x3209
#define EGL_PLATFORM_ANGLE_USE_WARP_ANGLE 0x3208 #define EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE 0x320B
#define EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE 0x320F
#define EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER 0x320B #define EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER 0x320B
@ -98,7 +100,8 @@ WINRT_GLES_LoadLibrary(_THIS, const char *path)
const EGLint defaultDisplayAttributes[] = 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_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
EGL_NONE, EGL_NONE,
}; };
@ -107,15 +110,17 @@ WINRT_GLES_LoadLibrary(_THIS, const char *path)
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9, EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3, EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE, EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
EGL_NONE, EGL_NONE,
}; };
const EGLint warpDisplayAttributes[] = const EGLint warpDisplayAttributes[] =
{ {
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_USE_WARP_ANGLE, EGL_TRUE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE, EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
EGL_NONE, EGL_NONE,
}; };