forked from AuroraMiddleware/gtk
1feb169bfa
This will simplify our source tree a bit
30 lines
1.8 KiB
Plaintext
30 lines
1.8 KiB
Plaintext
Notes on enabling EGL (ANGLE/D3D support) for Windows/Visual Studio builds
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==========================================================================
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There is now support in the GL context creation code for Windows in GDK for
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creating and using EGL (OpenGL ES 3) contexts, which can be used instead of
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the existing OpenGL (Desktop) support, especially when the graphics drivers
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do not support OpenGL adequately.
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This support is not enabled by default in the project files. In order to do
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so, please do the following:
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-Obtain or compile a build of recent version of ANGLE. The one that comes
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with QT 5.10.x is sufficiently recent, but not the one that comes with QT-
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5.6.x. Note that Visual Studio 2013 or later is required for building
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ANGLE from QT-5.10.x, but the Visual Studio 2013-built ANGLE DLLs does work
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without problems with GTK+ built with Visual Studio 2008~2013. You may
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need to obtain D3Dcompiler_[47|43|42].dll if it does not come with the
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system (which is part of the DirectX runtimes). Its headers and .lib
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needs to be set to be found by the compiler and linker respectively before
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building libepoxy.
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-Build libepoxy with EGL support, which has to be enabled explicitly on
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Windows builds. Pass in -Degl=yes when building libepoxy using Meson.
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Build and install, making sure the headers and .lib can be located by the
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compiler and linker respectively.
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-Open the vsX/gtk+.sln, and open the project properties in the "gdk3-win32"
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project. Under "C/C++", add GDK_WIN32_ENABLE_EGL in the "Preprocessor
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Definitions" to the existing definitions in there for the configuration
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that is being built. Then build the solution.
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-To force the use of the EGL code, set the envvar GDK_GL=(...,)gles , where (...,)
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are the other GDK_GL options desired.
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