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WinRT: made OpenGL window-init work with latest round of ANGLE/WinRT updates
Various constants in ANGLE/WinRT, both in MSOpenTech's ms-master branch, and
in Google's branch, were changed again. This change makes SDL/WinRT work with
them.
To note, the ms-master branch (of ANGLE) was updated via this merge:
bbd2eb0a9c (diff-d1377fbe747de154e1bfcf7221d3de67)
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@ -36,13 +36,15 @@ using namespace Windows::UI::Core;
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/* ANGLE/WinRT constants */
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/* ANGLE/WinRT constants */
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static const int ANGLE_D3D_FEATURE_LEVEL_ANY = 0;
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static const int ANGLE_D3D_FEATURE_LEVEL_ANY = 0;
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#define EGL_PLATFORM_ANGLE_ANGLE 0x3201
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#define EGL_PLATFORM_ANGLE_ANGLE 0x3202
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#define EGL_PLATFORM_ANGLE_TYPE_ANGLE 0x3202
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#define EGL_PLATFORM_ANGLE_TYPE_ANGLE 0x3203
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#define EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE 0x3203
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#define EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE 0x3204
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#define EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE 0x3204
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#define EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE 0x3205
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#define EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE 0x3205
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#define EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE 0x3208
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#define EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE 0x3207
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#define EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE 0x3209
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#define EGL_PLATFORM_ANGLE_USE_WARP_ANGLE 0x3208
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#define EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE 0x320B
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#define EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE 0x320F
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#define EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER 0x320B
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#define EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER 0x320B
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@ -98,7 +100,8 @@ WINRT_GLES_LoadLibrary(_THIS, const char *path)
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const EGLint defaultDisplayAttributes[] =
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const EGLint defaultDisplayAttributes[] =
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{
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{
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EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
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EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
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EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
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EGL_NONE,
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EGL_NONE,
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};
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};
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@ -107,15 +110,17 @@ WINRT_GLES_LoadLibrary(_THIS, const char *path)
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EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
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EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
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EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
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EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
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EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
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EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
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EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
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EGL_NONE,
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EGL_NONE,
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};
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};
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const EGLint warpDisplayAttributes[] =
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const EGLint warpDisplayAttributes[] =
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{
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{
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EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
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EGL_PLATFORM_ANGLE_USE_WARP_ANGLE, EGL_TRUE,
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EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE,
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EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
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EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
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EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
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EGL_NONE,
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EGL_NONE,
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};
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};
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