2021-11-12 14:49:49 +02:00
										 
									 
								 
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								/*  gl_manager_windows_angle.cpp                                          */
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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								/*                                                                        */
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								/* Permission is hereby granted, free of charge, to any person obtaining  */
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								/* a copy of this software and associated documentation files (the        */
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								/* "Software"), to deal in the Software without restriction, including    */
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								/* without limitation the rights to use, copy, modify, merge, publish,    */
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								/* distribute, sublicense, and/or sell copies of the Software, and to     */
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								/* permit persons to whom the Software is furnished to do so, subject to  */
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								/* the following conditions:                                              */
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								/*                                                                        */
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								/* The above copyright notice and this permission notice shall be         */
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								/* included in all copies or substantial portions of the Software.        */
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								/*                                                                        */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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								/**************************************************************************/
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								#include "gl_manager_windows_angle.h"
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								#if defined(WINDOWS_ENABLED) && defined(GLES3_ENABLED)
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											2025-04-28 16:05:13 -05:00
										 
									 
								 
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								#include <cstdio>
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								#include <cstdlib>
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								#include <EGL/eglext_angle.h>
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								const char *GLManagerANGLE_Windows::_get_platform_extension_name() const {
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									return "EGL_ANGLE_platform_angle";
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								}
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								EGLenum GLManagerANGLE_Windows::_get_platform_extension_enum() const {
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									return EGL_PLATFORM_ANGLE_ANGLE;
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								}
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								Vector<EGLAttrib> GLManagerANGLE_Windows::_get_platform_display_attributes() const {
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									Vector<EGLAttrib> ret;
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									ret.push_back(EGL_PLATFORM_ANGLE_TYPE_ANGLE);
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									ret.push_back(EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE);
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									ret.push_back(EGL_NONE);
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									return ret;
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								}
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								EGLenum GLManagerANGLE_Windows::_get_platform_api_enum() const {
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									return EGL_OPENGL_ES_API;
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								}
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								Vector<EGLint> GLManagerANGLE_Windows::_get_platform_context_attribs() const {
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									Vector<EGLint> ret;
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									ret.push_back(EGL_CONTEXT_CLIENT_VERSION);
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									ret.push_back(3);
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									ret.push_back(EGL_NONE);
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									return ret;
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								}
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											2024-07-16 16:58:27 +08:00
										 
									 
								 
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								void GLManagerANGLE_Windows::window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height) {
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									window_make_current(p_window_id);
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									eglWaitNative(EGL_CORE_NATIVE_ENGINE);
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								}
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								#endif // WINDOWS_ENABLED && GLES3_ENABLED
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