mirror of
https://github.com/shadps4-emu/ext-SDL.git
synced 2024-12-29 06:03:44 +00:00
WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in
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@ -104,6 +104,8 @@
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
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</ClCompile>
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<ClCompile Include="..\..\src\render\opengles2\SDL_render_gles2.c" />
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<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c" />
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<ClCompile Include="..\..\src\render\SDL_render.c" />
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<ClCompile Include="..\..\src\render\SDL_yuv_mmx.c" />
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<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
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@ -284,6 +286,8 @@
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<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
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<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_cpp.h" />
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<ClInclude Include="..\..\src\render\mmx.h" />
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<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h" />
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<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h" />
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<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
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<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
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<ClInclude Include="..\..\src\render\software\SDL_blendfillrect.h" />
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@ -285,6 +285,12 @@
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<ClCompile Include="..\..\src\video\winrt\SDL_winrtopengles.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\render\opengles2\SDL_render_gles2.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\include\begin_code.h">
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@ -635,6 +641,12 @@
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<ClInclude Include="..\..\include\SDL_egl.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<Filter Include="Header Files">
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@ -179,6 +179,10 @@ typedef unsigned int uintptr_t;
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/* Enable appropriate renderer(s) */
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#define SDL_VIDEO_RENDER_D3D11 1
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#if SDL_VIDEO_OPENGL_ES2
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#define SDL_VIDEO_RENDER_OGL_ES2 1
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#endif
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/* Enable system power support */
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// TODO, WinRT: investigate system power support. The Win32-based APIs don't work on WinRT.
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#define SDL_POWER_DISABLED 1
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@ -1772,6 +1772,14 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
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return NULL;
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}
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#if __WINRT__
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/* DLudwig, 2013-11-29: ANGLE for WinRT doesn't seem to work unless VSync
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* is turned on. Not doing so will freeze the screen's contents to that
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* of the first drawn frame.
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*/
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flags |= SDL_RENDERER_PRESENTVSYNC;
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#endif
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if (flags & SDL_RENDERER_PRESENTVSYNC) {
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SDL_GL_SetSwapInterval(1);
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} else {
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