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author | wm4 <wm4@nowhere> | 2016-05-11 12:33:49 +0200 |
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committer | wm4 <wm4@nowhere> | 2016-05-11 15:39:29 +0200 |
commit | fde20d10bcacebf61aff42ab1f48ac72023a2aa5 (patch) | |
tree | 32208ac416db568fa7286f83a69b7c225df05f04 /wscript | |
parent | bea76753078c2602c2fc67dc06ce13141560cf0d (diff) | |
download | mpv-fde20d10bcacebf61aff42ab1f48ac72023a2aa5.tar.bz2 mpv-fde20d10bcacebf61aff42ab1f48ac72023a2aa5.tar.xz |
vo_opengl: angle: dynamically load ANGLE
ANGLE is _really_ annoying to build. (Requires special toolchain and a
recent MSVC version.) This results in various issues with people
having trouble to build mpv against ANGLE (apparently linking it
against a prebuilt binary doesn't count, or using binaries from
potentially untrusted sources is not wanted).
Dynamically loading ANGLE is going to be a huge convenience. This commit
implements this, with special focus on keeping it source compatible to
a normal build with ANGLE linked at build-time.
Diffstat (limited to 'wscript')
-rw-r--r-- | wscript | 5 |
1 files changed, 2 insertions, 3 deletions
@@ -699,9 +699,8 @@ video_output_features = [ 'desc': 'OpenGL Win32 ANGLE Backend', 'deps_any': [ 'os-win32', 'os-cygwin' ], 'groups': [ 'gl' ], - 'func': check_statement(['EGL/egl.h'], - 'eglCreateWindowSurface(0, 0, 0, 0)', - lib='EGL') + 'func': check_statement(['EGL/egl.h', 'EGL/eglext.h'], + 'int x = EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE') } , { 'name': '--vdpau', 'desc': 'VDPAU acceleration', |