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glcontext/egl: Fix build with upstream ANGLE
ANGLE_surface_d3d_render_to_back_buffer extension is only available with Microsoft fork of ANGLE. Note that Microsoft's ANGLE repository has been deprecated.
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@ -826,7 +826,7 @@ gst_gl_context_egl_create_context (GstGLContext * context,
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window_handle = gst_gl_window_get_window_handle (window);
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if (window_handle) {
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#if GST_GL_HAVE_WINDOW_WINRT
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#if GST_GL_HAVE_WINDOW_WINRT && defined (EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER)
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const EGLint attrs[] = {
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/* EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER is an optimization that can
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* have large performance benefits on mobile devices. */
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@ -939,7 +939,7 @@ gst_gl_context_egl_activate (GstGLContext * context, gboolean activate)
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gst_object_unref (window);
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}
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if (handle && handle != egl->window_handle) {
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#if GST_GL_HAVE_WINDOW_WINRT
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#if GST_GL_HAVE_WINDOW_WINRT && defined (EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER)
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const EGLint attrs[] = {
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/* EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER is an optimization that can
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* have large performance benefits on mobile devices. */
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@ -196,11 +196,13 @@ gst_gl_display_egl_get_from_native (GstGLDisplayType type, guintptr display)
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* attributes if the hardware supports D3D11 Feature Level 10_0+. */
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EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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#ifdef EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER
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/* EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization
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* that can have large performance benefits on mobile devices. Its
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* syntax is subject to change, though. Please update your Visual
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* Studio templates if you experience compilation issues with it. */
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EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
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#endif
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/* EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that
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* enables ANGLE to automatically call the IDXGIDevice3::Trim method
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