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authorwm4 <wm4@nowhere>2016-05-11 12:33:49 +0200
committerwm4 <wm4@nowhere>2016-05-11 15:39:29 +0200
commitfde20d10bcacebf61aff42ab1f48ac72023a2aa5 (patch)
tree32208ac416db568fa7286f83a69b7c225df05f04 /wscript
parentbea76753078c2602c2fc67dc06ce13141560cf0d (diff)
downloadmpv-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--wscript5
1 files changed, 2 insertions, 3 deletions
diff --git a/wscript b/wscript
index d4f84e13b4..0a031aac81 100644
--- a/wscript
+++ b/wscript
@@ -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',