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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (WGL): add Windows host layer - drop-in opengl32.dll with WGL over EGLImpl, Win32 window backend plumbing for both backends, ANGLE loader path, and leak-at-exit process teardown
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@@ -701,9 +701,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
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if ((handle.Backend != WindowBackend::Android &&
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handle.Backend != WindowBackend::X11 &&
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handle.Backend != WindowBackend::MetalLayer) ||
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handle.Backend != WindowBackend::MetalLayer &&
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handle.Backend != WindowBackend::Win32) ||
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!handle.Handle) {
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MGLOG_E("DirectGLES backend only supports Android, X11, and CAMetalLayer native windows");
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MGLOG_E("DirectGLES backend only supports Android, X11, CAMetalLayer, and Win32 native windows");
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return false;
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}
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@@ -4307,9 +4307,23 @@ namespace MobileGL::MG_Backend::DirectGLES {
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if (!ChooseConfigForSurface(surfaceBit, g_Config, window)) return false;
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const EGLint contextAttribs[] = {EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE};
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// Negotiate the highest ES 3.x context. Version-strict EGL implementations
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// (ANGLE) return exactly the requested minor, and a bare CLIENT_VERSION 3
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// request yields a 3.0 context that lacks the 3.1/3.2 texture targets the
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// capability probes exercise; mobile drivers ignore the minor and hand out
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// their maximum either way.
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for (const EGLint minorVersion : {2, 1, 0}) {
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const EGLint contextAttribs[] = {EGL_CONTEXT_MAJOR_VERSION, 3,
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EGL_CONTEXT_MINOR_VERSION, minorVersion,
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EGL_NONE};
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g_Context = g_EGLFuncs.eglCreateContext(g_Display, g_Config, EGL_NO_CONTEXT, contextAttribs);
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if (g_Context != EGL_NO_CONTEXT) {
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return true;
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}
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}
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g_Context = g_EGLFuncs.eglCreateContext(g_Display, g_Config, EGL_NO_CONTEXT, contextAttribs);
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const EGLint legacyContextAttribs[] = {EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE};
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g_Context = g_EGLFuncs.eglCreateContext(g_Display, g_Config, EGL_NO_CONTEXT, legacyContextAttribs);
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return g_Context != EGL_NO_CONTEXT;
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}
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