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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.
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+31
-3
@@ -3048,12 +3048,40 @@ const char* _glfwPlatformGetClipboardString(void)
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return getSelectionString(_glfw.x11.CLIPBOARD);
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}
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EGLenum _glfwPlatformGetEGLPlatform(void)
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EGLenum _glfwPlatformGetEGLPlatform(EGLint** attribs)
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{
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if (_glfw.egl.ANGLE_platform_angle)
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{
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int type = 0;
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if (_glfw.egl.ANGLE_platform_angle_opengl)
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{
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if (_glfw.hints.init.angleType == GLFW_ANGLE_PLATFORM_TYPE_OPENGL)
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type = EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE;
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}
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if (_glfw.egl.ANGLE_platform_angle_vulkan)
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{
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if (_glfw.hints.init.angleType == GLFW_ANGLE_PLATFORM_TYPE_VULKAN)
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type = EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE;
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}
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if (type)
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{
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*attribs = calloc(5, sizeof(EGLint));
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(*attribs)[0] = EGL_PLATFORM_ANGLE_TYPE_ANGLE;
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(*attribs)[1] = type;
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(*attribs)[2] = EGL_PLATFORM_ANGLE_NATIVE_PLATFORM_TYPE_ANGLE;
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(*attribs)[3] = EGL_PLATFORM_X11_EXT;
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(*attribs)[4] = EGL_NONE;
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return EGL_PLATFORM_ANGLE_ANGLE;
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}
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}
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if (_glfw.egl.EXT_platform_base && _glfw.egl.EXT_platform_x11)
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return EGL_PLATFORM_X11_EXT;
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else
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return 0;
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return 0;
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}
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EGLNativeDisplayType _glfwPlatformGetEGLNativeDisplay(void)
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