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path: root/video/out/opengl/context_angle.c
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* vo_opengl: angle: prevent DXGI hooking Alt+EnterJames Ross-Gowan2016-06-071-0/+73
| | | | | | | | | | When ANGLE is using D3D11 and not running in DirectComposition mode, DXGI will hook the video window's message loop and override Alt+Enter to trigger a transition to exclusive fullscreen mode (which doesn't even work with mpv's renderer for some reason.) This behaviour can be disabled by getting a pointer to the IDXGIFactory associated with the D3D11 device and calling MakeWindowAssociation with the appropriate flags.
* vo_opengl: angle: enable DirectCompositionJames Ross-Gowan2016-05-291-10/+22
| | | | | | This avoids a copy of the video image and lowers vsync jitter. Since there are now two options to add to the window_attribs list, it has been made dynamic.
* vo_opengl: angle: log extension stringwm42016-05-131-0/+4
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* vo_opengl: angle: dynamically load ANGLEwm42016-05-111-0/+7
| | | | | | | | | | | | 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.
* vo_opengl: add an angle-es2 backendwm42016-05-101-1/+23
| | | | | | It forces es2 mode on ANGLE. Only useful for testing. Since the normal "angle" backend already falls back to es2 if es3 does not work, this new backend always exit when autoprobing it.
* vo_opengl: angle: avoid fullscreen FBO copy for flippingwm42016-05-051-1/+23
| | | | | | | In order to honor the differences between OpenGL and Direct3D coordinate systems, ANGLE uses a full FBO copy merely to flip the final frame vertically. This can be avoided with the EGL_ANGLE_surface_orientation extension.
* vo_opengl: angle: call eglTerminate()wm42016-05-051-0/+2
| | | | | | | | | | | | I hope that this does what we expect it does: destroy the EGLDisplay specific to our HDC. (Some implementations will terminate all EGL contexts in the whole process.) eglReleaseThread() merely calls eglMakeCurrent(0, 0, 0, 0), which is not enough. This commit also fixes the problem fixed with the previous commit, but I think both changes are needed to make our API usage clean.
* Change GPL/LGPL dual-licensed files to LGPLwm42016-01-191-12/+7
| | | | | | | | | | | Do this to make the license situation less confusing. This change should be of no consequence, since LGPL is compatible with GPL anyway, and making it LGPL-only does not restrict the use with GPL code. Additionally, the wording implies that this is allowed, and that we can just remove the GPL part.
* vo_opengl: prefix per-backend source files with context_wm42015-12-191-0/+208