EGL: Add support for EGL_ANGLE_platform_angle

This adds basic support for selecting the platform type (rendering
backend) when running on ANGLE.

Related to #1380.
This commit is contained in:
Camilla Löwy
2020-06-25 18:22:08 +02:00
parent e6a6a99813
commit 0dea8a4441
13 changed files with 224 additions and 16 deletions
+27 -1
View File
@@ -1721,8 +1721,34 @@ const char* _glfwPlatformGetClipboardString(void)
} // autoreleasepool
}
EGLenum _glfwPlatformGetEGLPlatform(void)
EGLenum _glfwPlatformGetEGLPlatform(EGLint** attribs)
{
if (_glfw.egl.ANGLE_platform_angle)
{
int type = 0;
if (_glfw.egl.ANGLE_platform_angle_opengl)
{
if (_glfw.hints.init.angleType == GLFW_ANGLE_PLATFORM_TYPE_OPENGL)
type = EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE;
}
if (_glfw.egl.ANGLE_platform_angle_metal)
{
if (_glfw.hints.init.angleType == GLFW_ANGLE_PLATFORM_TYPE_METAL)
type = EGL_PLATFORM_ANGLE_TYPE_METAL_ANGLE;
}
if (type)
{
*attribs = calloc(3, sizeof(EGLint));
(*attribs)[0] = EGL_PLATFORM_ANGLE_TYPE_ANGLE;
(*attribs)[1] = type;
(*attribs)[2] = EGL_NONE;
return EGL_PLATFORM_ANGLE_ANGLE;
}
}
return 0;
}