forked from AuroraMiddleware/gtk
gskrenderer.c: Default to the GL renderer on Windows too
Since we have now made the Win32 GL contexts share the global context as the other backends have, we are more ready to use the GL renderer by default on Windows as well. Note that currently we can only enable this when not running on OpenGL/ES as the OpenGL/ES shaders are not ready at this point, and the OpenGL/ES support that we have from libANGLE does not support full desktop OpenGL operations.
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@ -63,6 +63,13 @@
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#ifdef GDK_WINDOWING_MACOS
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#ifdef GDK_WINDOWING_MACOS
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#include <gdk/macos/gdkmacos.h>
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#include <gdk/macos/gdkmacos.h>
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#endif
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#endif
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#ifdef GDK_WINDOWING_WIN32
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#include <gdk/win32/gdkwin32.h>
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/* Remove these lines when OpenGL/ES 2.0 shader is ready */
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#include "win32/gdkprivate-win32.h"
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#include "win32/gdkdisplay-win32.h"
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#endif
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typedef struct
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typedef struct
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{
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{
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@ -562,6 +569,17 @@ get_renderer_for_backend (GdkSurface *surface)
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if (GDK_IS_MACOS_SURFACE (surface))
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if (GDK_IS_MACOS_SURFACE (surface))
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return GSK_TYPE_GL_RENDERER;
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return GSK_TYPE_GL_RENDERER;
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#endif
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#endif
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#ifdef GDK_WINDOWING_WIN32
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if (GDK_IS_WIN32_SURFACE (surface))
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/* remove check for OpenGL/ES when OpenGL/ES 2.0 shader is ready */
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{
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GdkDisplay *display = gdk_surface_get_display (surface);
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if (!(GDK_DISPLAY_DEBUG_CHECK (display, GL_GLES) ||
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GDK_WIN32_DISPLAY (display)->running_on_arm64))
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return GSK_TYPE_GL_RENDERER;
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}
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#endif
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return G_TYPE_INVALID;
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return G_TYPE_INVALID;
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}
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}
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