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authorwm4 <wm4@nowhere>2017-06-30 12:27:15 +0200
committerwm4 <wm4@nowhere>2017-06-30 18:57:37 +0200
commitdd408e68ed57fa5130bef976751e58a5d6e42f75 (patch)
tree7b47f293f3a07b318289ac277bcba6c588f0e586 /video/out/opengl/context.c
parentc61520b6bd51d2ab8ba1fa14d89170844ebd159b (diff)
downloadmpv-dd408e68ed57fa5130bef976751e58a5d6e42f75.tar.bz2
mpv-dd408e68ed57fa5130bef976751e58a5d6e42f75.tar.xz
d3d: make DXVA2 support optional
This partially reverts the change from a longer time ago to always build DXVA2 and D3D11VA together. To make it simpler, we change the following: - building with ANGLE headers is now required to build D3D hwaccels - if DXVA2 is enabled, D3D11VA is still forcibly built - the CLI vo_opengl ANGLE backend is now under --egl-angle-win32 This is done to reduce the dependency mess slightly.
Diffstat (limited to 'video/out/opengl/context.c')
-rw-r--r--video/out/opengl/context.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/video/out/opengl/context.c b/video/out/opengl/context.c
index 72311e11fa..a3b92ac8b4 100644
--- a/video/out/opengl/context.c
+++ b/video/out/opengl/context.c
@@ -56,7 +56,7 @@ static const struct mpgl_driver *const backends[] = {
#if HAVE_GL_COCOA
&mpgl_driver_cocoa,
#endif
-#if HAVE_EGL_ANGLE
+#if HAVE_EGL_ANGLE_WIN32
&mpgl_driver_angle,
#endif
#if HAVE_GL_WIN32