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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.
42 Vulkan Surface Support
45 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.