SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_SHARE_WITH_CURRENT_CONTEXT,
SDL_GL_FRAMEBUFFER_SRGB_CAPABLE,
- SDL_GL_CONTEXT_RELEASE_BEHAVIOR
-#ifdef __TIZEN__
- ,SDL_GL_CONTEXT_PRIORITY
-#endif
+ SDL_GL_CONTEXT_RELEASE_BEHAVIOR,
+ SDL_GL_CONTEXT_PRIORITY
} SDL_GLattr;
typedef enum
SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH = 0x0001
} SDL_GLcontextReleaseFlag;
-
-#ifdef __TIZEN__
typedef enum
{
SDL_GL_CONTEXT_PRIORITY_NONE = 0x0000,
SDL_GL_CONTEXT_PRIORITY_MEDIUM = 0x0002,
SDL_GL_CONTEXT_PRIORITY_LOW = 0x0003
} SDL_GLcontextPriorityLevel;
-#endif
/**
* \brief An opaque handle to an Vulkan instance.
SDL_DYNAPI_PROC(SDL_JoystickPowerLevel,SDL_JoystickCurrentPowerLevel,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(SDL_GameController*,SDL_GameControllerFromInstanceID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_JoystickFromInstanceID,(SDL_JoystickID a),(a),return)
-#ifdef __TIZEN__
SDL_DYNAPI_PROC(int,SDL_tizen_app_init,(int a, char *b[]),(a,b),return)
-#endif
+
SDL_DYNAPI_PROC(SDL_bool,SDL_Vulkan_GetInstanceExtensions,(SDL_Window* a, unsigned int* b, char** c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_Vulkan_CreateSurface,(SDL_Window* a, SDL_vulkanInstance b, SDL_vulkanSurface* c),(a,b,c),return)