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authorwm4 <wm4@nowhere>2016-09-13 17:03:24 +0200
committerwm4 <wm4@nowhere>2016-09-13 18:26:06 +0200
commit0ccceecdc61ba913d7dc591432ebd3b00836b9bd (patch)
treef234e994d6d89f17ea32a86b8432466dc170745b /wscript_build.py
parent6dc9280b580835d37fa8a8664b6bc142254ce1a1 (diff)
downloadmpv-0ccceecdc61ba913d7dc591432ebd3b00836b9bd.tar.bz2
mpv-0ccceecdc61ba913d7dc591432ebd3b00836b9bd.tar.xz
vo_opengl: mali fbdev support
Minimal support just for testing. Only the window surface creation (including size determination) is really platform specific, so this could be some generic thing with platform-specific support as some sort of sub-driver, but on the other hand I don't see much of a need for such a thing. While most of the fbdev usage is done by the EGL driver, using this fbdev ioctl is apparently the only way to get the display resolution.
Diffstat (limited to 'wscript_build.py')
-rw-r--r--wscript_build.py1
1 files changed, 1 insertions, 0 deletions
diff --git a/wscript_build.py b/wscript_build.py
index 08cb2d1cea..c9960252fa 100644
--- a/wscript_build.py
+++ b/wscript_build.py
@@ -334,6 +334,7 @@ def build(ctx):
( "video/out/opengl/context_cocoa.c", "gl-cocoa" ),
( "video/out/opengl/context_drm_egl.c", "egl-drm" ),
( "video/out/opengl/context_dxinterop.c","gl-dxinterop" ),
+ ( "video/out/opengl/context_mali_fbdev.c","mali-fbdev" ),
( "video/out/opengl/context_rpi.c", "rpi" ),
( "video/out/opengl/context_wayland.c", "gl-wayland" ),
( "video/out/opengl/context_w32.c", "gl-win32" ),