Now, the only supported EGL platform is Android. We might eventually add
back support for EGL/X11 or EGL/Wayland, but it will have to be
architected differently.
Yes, this is a fancy new feature, but our Wayland support was
particularly bitrotten, and ideally this would be handled by a platform
layer like SDL. If not, we can always add this back in when GLInterface
has caught up. We might be able to even support wxWidgets and GL
together with subsurfaces!
Just use the Windows API to accomplish the same thing (this is what is done in Update()).
This makes the backing window handle the correct data-type for Windows for easier use in function calls.
Fixes all warnings on Android build except for what is in externals.
Removes a function from TextureDecoder_Generic since it is unused and generates a warning.
Required the removal of EGL.h from EGL.cpp.
Removed the similar includes from AGL.cpp, GLX.cpp, and WGL.cpp to retain consistency.
All GL interfaces are now centralized on GLInterface.h
This isn't the cleanup that GLInterface needs, but for now it makes it so it'll swap and not just black screen
A cleanup to GLInterface will be coming in a couple weeks.
This branch is the final step of fully supporting both OpenGL and OpenGL ES in the same binary.
This of course only applies to EGL and won't work for GLX/AGL/WGL since they don't really support GL ES.
The changes here actually aren't too terrible, basically change every #ifdef USE_GLES to a runtime check.
This adds a DetectMode() function to the EGL context backend.
EGL will iterate through each of the configs and check for GL, GLES3_KHR, and GLES2 bits
After that it'll change the mode from _DETECT to whichever one is the best supported.
After that point we'll just create a context with the mode that was detected
add the GL include (back) to Base.props
use a similar technique to GLX.cpp (by Sonic) in WGL.cpp to get
wglSwapIntervalEXT without the WGLEW check
Conflicts:
Source/Core/VideoBackends/OGL/OGL.vcxproj
Source/Core/VideoBackends/OGL/OGL.vcxproj.filters
Source/VSProps/Base.props