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authorJames Ross-Gowan <rossy@jrg.systems>2017-08-15 23:39:55 +1000
committerJames Ross-Gowan <rossy@jrg.systems>2017-08-17 00:28:38 +1000
commit16e0a3948288e37034c572617cf47b0a4dc0e10e (patch)
tree8c01b2e13182a975dcb172c366a178d89a0a5d7c /wscript_build.py
parentf24612db443999c8a7c020a9123b51b957d374e2 (diff)
downloadmpv-16e0a3948288e37034c572617cf47b0a4dc0e10e.tar.bz2
mpv-16e0a3948288e37034c572617cf47b0a4dc0e10e.tar.xz
vo_opengl: extract non-ANGLE specific D3D11 code
This extracts non-ANGLE specific code to d3d11_helpers.c, which is modeled after egl_helpers.c. Currently the only consumer is context_angle.c, but in future this may allow the D3D11 device and swapchain creation logic to be reused in other backends. Also includes small improvements to D3D11 device creation. It is now possible to create feature level 11_1 devices (though ANGLE does not support these,) and BGRA swapchains, which might be slightly more efficient than ARGB, since its the same format used by the compositor.
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 94ffef3ae4..600c1c93fe 100644
--- a/wscript_build.py
+++ b/wscript_build.py
@@ -397,6 +397,7 @@ def build(ctx):
( "video/out/opengl/context_x11.c", "gl-x11" ),
( "video/out/opengl/context_x11egl.c", "egl-x11" ),
( "video/out/opengl/cuda_dynamic.c", "cuda-hwaccel" ),
+ ( "video/out/opengl/d3d11_helpers.c", "egl-angle-win32" ),
( "video/out/opengl/egl_helpers.c", "egl-helpers" ),
( "video/out/opengl/formats.c", "gl" ),
( "video/out/opengl/gl_utils.c", "gl" ),