diff --git a/docs/README-windows.md b/docs/README-windows.md index 53158d3fb..4287491da 100644 --- a/docs/README-windows.md +++ b/docs/README-windows.md @@ -2,40 +2,46 @@ ## OpenGL ES 2.x support -SDL has support for OpenGL ES 2.x under Windows via two alternative -implementations. +SDL has support for OpenGL ES 2.x under Windows via two alternative +implementations. -The most straightforward method consists in running your app in a system with -a graphic card paired with a relatively recent (as of November of 2013) driver -which supports the WGL_EXT_create_context_es2_profile extension. Vendors known +The most straightforward method consists in running your app in a system with +a graphic card paired with a relatively recent (as of November of 2013) driver +which supports the WGL_EXT_create_context_es2_profile extension. Vendors known to ship said extension on Windows currently include nVidia and Intel. -The other method involves using the ANGLE library (https://code.google.com/p/angleproject/) -If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile -extension is found, SDL will try to load the libEGL.dll library provided by -ANGLE. +The other method involves using the +[ANGLE library](https://code.google.com/p/angleproject/). If an OpenGL ES 2.x +context is requested and no WGL_EXT_create_context_es2_profile extension is +found, SDL will try to load the libEGL.dll library provided by ANGLE. To obtain the ANGLE binaries, you can either compile from source from -https://chromium.googlesource.com/angle/angle or copy the relevant binaries from -a recent Chrome/Chromium install for Windows. The files you need are: +https://chromium.googlesource.com/angle/angle or copy the relevant binaries +from a recent Chrome/Chromium install for Windows. The files you need are: - libEGL.dll - libGLESv2.dll -- d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler) *or* d3dcompiler_43.dll (supports Windows XP or later) +- d3dcompiler_46.dll (supports Windows Vista or later, better shader + compiler) *or* d3dcompiler_43.dll (supports Windows XP or later) If you compile ANGLE from source, you can configure it so it does not need the -d3dcompiler_* DLL at all (for details on this, see their documentation). +d3dcompiler_* DLL at all (for details on this, see their documentation). However, by default SDL will try to preload the d3dcompiler_46.dll to -comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to -support Windows XP) or to skip this step at all, you can use the -SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details). +comply with ANGLE's requirements. If you wish SDL to preload +d3dcompiler_43.dll (to support Windows XP) or to skip this step at all, you +can use the SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more +details). Known Bugs: - + - SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears that there's a bug in the library which prevents the window contents from refreshing if this is set to anything other than the default value. ## Vulkan Surface Support -Support for creating Vulkan surfaces is configured on by default. To disable it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to use Vulkan graphics in your application. +Support for creating Vulkan surfaces is configured on by default. To disable +it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You +must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to +use Vulkan graphics in your application. +