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Bug 2222 - OpenGL ES support on Windows via ANGLE
Summary: OpenGL ES support on Windows via ANGLE
Status: RESOLVED DUPLICATE of bug 2088
Alias: None
Product: SDL
Classification: Unclassified
Component: video (show other bugs)
Version: 2.0.1
Hardware: x86_64 Windows 7
: P2 normal
Assignee: Sam Lantinga
QA Contact: Sam Lantinga
URL:
Keywords:
Depends on:
Blocks:
 
Reported: 2013-11-09 09:50 UTC by BurnSpamAddress
Modified: 2013-11-09 11:44 UTC (History)
1 user (show)

See Also:


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Description BurnSpamAddress 2013-11-09 09:50:27 UTC
TL;DR SDL is giving me a regular desktop context if I ask for OpenGL
ES on Windows.

Long version:

I am using SDL 2.0.1 on Windows in order to create an OpenGL ES
context via the ANGLE Project
(https://code.google.com/p/angleproject/).

I use SDL_GL_SetAttribute with the following settings:

SDL_GL_CONTEXT_EGL, 1
SDL_GL_CONTEXT_PROFILE_MASK, SDL_CONTEXT_PROFILE_ES
SDL_GL_CONTEXT_MAJOR_VERSION, 2
SDL_GL_CONTEXT_MINOR_VERSION, 0

The context is constructed successfully and I use SDL_GL_GetAttribute
to verify that I am getting an OpenGL ES context.

However, when I try to compile a simple ES shader, I get the following error:

ERROR: 0:2: 'precision' : syntax error

This error occurs when you get a regular desktop OpenGL context
instead of an OpenGL ES context. I have verified this by using EGL
directly:

EGL (es2 context) => shader compiles successfully
WGL (desktop context) => ERROR: 0:2: 'precision' : syntax error
SDL (desktop context) => ERROR: 0:2: 'precision' : syntax error
SDL (es2 context) => ERROR: 0:2: 'precision' : syntax error

Does SDL support EGL on Windows? If not, context construction should
fail, or SDL_GL_GetAttribute should not report an EGL+ES context. If
yes, something appears to be broken somewhere.
Comment 1 Gabriel Jacobo 2013-11-09 11:44:35 UTC
Marking as duplicate of #2088, this is on my to do list.

*** This bug has been marked as a duplicate of bug 2088 ***