forked from AuroraMiddleware/gtk
GDK-Win32: init_gl(): Default to WGL for now
Since the shaders need to be updated for using with GLES (libANGLE at least), default to WGL for now. Unfortunately it is not that common for Windows to have GLES support, in which the easiest way to obtain such support is via Google's libANGLE.
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@ -1165,32 +1165,21 @@ gdk_win32_display_init_gl_backend (GdkDisplay *display,
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if (GDK_DISPLAY_DEBUG_CHECK (display, GL_WGL))
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return gdk_win32_display_init_wgl (display, error);
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/* No env vars set, do the regular GL initialization.
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*
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* We try EGL first if supported, but are very picky about what we accept.
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* If that fails, we try to go with WGL instead.
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* And if that also fails, we try EGL again, but this time accept anything.
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*
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* The idea here is that EGL is the preferred method going forward, but WGL is
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* the tried and tested method that we know works. So if we detect issues with
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* EGL, we want to avoid using it in favor of WGL.
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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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if (gdk_win32_display_init_wgl (display, error))
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return TRUE;
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g_clear_error (error);
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#ifdef GDK_WIN32_ENABLE_EGL
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if (gdk_win32_display_init_egl (display, error))
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return TRUE;
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#endif
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g_clear_error (error);
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if (gdk_win32_display_init_wgl (display, error))
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return TRUE;
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g_clear_error (error);
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#ifdef GDK_WIN32_ENABLE_EGL
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return gdk_win32_display_init_egl (display, error);
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#else
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return FALSE;
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#endif
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return gdk_win32_display_init_wgl (display, error);
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}
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static GdkGLContext *
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