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8 SDL has support for OpenGL ES 2.x under Windows via two alternative
10 The most straightforward method consists in running your app in a system with
11 a graphic card paired with a relatively recent (as of November of 2013) driver
12 which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
13 to ship said extension on Windows currently include nVidia and Intel.
15 The other method involves using the ANGLE library (https://code.google.com/p/angleproject/)
16 If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile
17 extension is found, SDL will try to load the libEGL.dll library provided by
19 To obtain the ANGLE binaries, you can either compile from source from
20 https://chromium.googlesource.com/angle/angle or copy the relevant binaries from
21 a recent Chrome/Chromium install for Windows. The files you need are:
25 * d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler)
27 * d3dcompiler_43.dll (supports Windows XP or later)
29 If you compile ANGLE from source, you can configure it so it does not need the
30 d3dcompiler_* DLL at all (for details on this, see their documentation).
31 However, by default SDL will try to preload the d3dcompiler_46.dll to
32 comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to
33 support Windows XP) or to skip this step at all, you can use the
34 SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details).
38 * SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
39 that there's a bug in the library which prevents the window contents from
40 refreshing if this is set to anything other than the default value.