summaryrefslogtreecommitdiff
path: root/platform/winrt/gl_context_egl.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'platform/winrt/gl_context_egl.cpp')
-rw-r--r--platform/winrt/gl_context_egl.cpp15
1 files changed, 14 insertions, 1 deletions
diff --git a/platform/winrt/gl_context_egl.cpp b/platform/winrt/gl_context_egl.cpp
index 12ccd404a9..f7b514b3c0 100644
--- a/platform/winrt/gl_context_egl.cpp
+++ b/platform/winrt/gl_context_egl.cpp
@@ -103,9 +103,22 @@ Error ContextEGL::initialize() {
const EGLint displayAttributes[] =
{
- EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
+ /*EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
+ EGL_NONE,*/
+ // These are the default display attributes, used to request ANGLE's D3D11 renderer.
+ // eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+.
+ EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
+
+ // EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices.
+ // Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it.
+ //EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
+
+ // EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call
+ // the IDXGIDevice3::Trim method on behalf of the application when it gets suspended.
+ // Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement.
+ EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
EGL_NONE,
};