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EGL is the de-facto GL context initialization API, including on X11 where it provides many additional features over GLX. I’m planning on adding support for selecting the GPU (adapter in Dolphin-speak) also to OpenGL, similarly to the Vulkan backend, and that will require EGL, so let’s remove the legacy API first. |
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| .. | ||
| AGL.h | ||
| AGL.mm | ||
| BGL.cpp | ||
| BGL.h | ||
| EGL.cpp | ||
| EGL.h | ||
| EGLAndroid.cpp | ||
| EGLAndroid.h | ||
| EGLX11.cpp | ||
| EGLX11.h | ||
| WGL.cpp | ||
| WGL.h | ||