forked from AuroraMiddleware/gtk
GDK-Win32: Make EGL a runtime opt-in
Use the debug envvar 'GDK_DEBUG=gl-egl' to determine whether we want to try to initialize EGL first before trying WGL, as a means for people to more easily enable EGL support on Windows to test EGL there (such as to debug the shaders, for instance)
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@ -1152,21 +1152,23 @@ gdk_win32_display_init_gl_backend (GdkDisplay *display,
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if (display_win32->dummy_context_wgl.hdc == NULL)
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display_win32->dummy_context_wgl.hdc = GetDC (display_win32->hwnd);
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/* No env vars set, do the regular GL initialization, first WGL and then EGL,
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/*
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* No env vars set, do the regular GL initialization, first WGL and then EGL,
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* as WGL is the more tried-and-tested configuration.
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*/
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/*
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* Disable defaulting to EGL for now, since shaders need to be fixed for
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* usage against libANGLE EGL. EGL is used more as a compatibility layer
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* on Windows rather than being a native citizen on Windows
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*/
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#if 0
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result = gdk_display_init_egl (display,
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EGL_PLATFORM_ANGLE_ANGLE,
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display_win32->dummy_context_wgl.hdc,
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FALSE,
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error);
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#ifdef HAVE_EGL
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/*
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* Disable defaulting to EGL for now, since shaders need to be fixed for
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* usage against libANGLE EGL. EGL is used more as a compatibility layer
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* on Windows rather than being a native citizen on Windows
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*/
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if (_gdk_debug_flags & GDK_DEBUG_GL_EGL)
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result = gdk_display_init_egl (display,
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EGL_PLATFORM_ANGLE_ANGLE,
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display_win32->dummy_context_wgl.hdc,
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FALSE,
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error);
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#endif
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if (!result)
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