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mpv/video/out/opengl/context_angle.c
James Ross-Gowan 16e0a39482 vo_opengl: extract non-ANGLE specific D3D11 code
This extracts non-ANGLE specific code to d3d11_helpers.c, which is
modeled after egl_helpers.c. Currently the only consumer is
context_angle.c, but in future this may allow the D3D11 device and
swapchain creation logic to be reused in other backends.

Also includes small improvements to D3D11 device creation. It is now
possible to create feature level 11_1 devices (though ANGLE does not
support these,) and BGRA swapchains, which might be slightly more
efficient than ARGB, since its the same format used by the compositor.
2017-08-17 00:28:38 +10:00

702 lines
21 KiB
C

/*
* This file is part of mpv.
*
* mpv is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* mpv is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
*/
#include <windows.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <d3d11.h>
#include <dxgi1_2.h>
#include <dwmapi.h>
#include "angle_dynamic.h"
#include "egl_helpers.h"
#include "d3d11_helpers.h"
#include "common/common.h"
#include "options/m_config.h"
#include "video/out/w32_common.h"
#include "osdep/windows_utils.h"
#include "context.h"
#ifndef EGL_D3D_TEXTURE_ANGLE
#define EGL_D3D_TEXTURE_ANGLE 0x33A3
#endif
#ifndef EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE
#define EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE 0x33A7
#define EGL_SURFACE_ORIENTATION_ANGLE 0x33A8
#define EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE 0x0002
#endif
enum {
RENDERER_AUTO,
RENDERER_D3D9,
RENDERER_D3D11,
};
struct angle_opts {
int renderer;
int d3d11_warp;
int d3d11_feature_level;
int egl_windowing;
int swapchain_length; // Currently only works with DXGI 1.2+
int max_frame_latency;
int flip;
};
#define OPT_BASE_STRUCT struct angle_opts
const struct m_sub_options angle_conf = {
.opts = (const struct m_option[]) {
OPT_CHOICE("angle-renderer", renderer, 0,
({"auto", RENDERER_AUTO},
{"d3d9", RENDERER_D3D9},
{"d3d11", RENDERER_D3D11})),
OPT_CHOICE("angle-d3d11-warp", d3d11_warp, 0,
({"auto", -1},
{"no", 0},
{"yes", 1})),
OPT_CHOICE("angle-d3d11-feature-level", d3d11_feature_level, 0,
({"11_0", D3D_FEATURE_LEVEL_11_0},
{"10_1", D3D_FEATURE_LEVEL_10_1},
{"10_0", D3D_FEATURE_LEVEL_10_0},
{"9_3", D3D_FEATURE_LEVEL_9_3})),
OPT_CHOICE("angle-egl-windowing", egl_windowing, 0,
({"auto", -1},
{"no", 0},
{"yes", 1})),
OPT_INTRANGE("angle-swapchain-length", swapchain_length, 0, 2, 16),
OPT_INTRANGE("angle-max-frame-latency", max_frame_latency, 0, 1, 16),
OPT_FLAG("angle-flip", flip, 0),
{0}
},
.defaults = &(const struct angle_opts) {
.renderer = RENDERER_AUTO,
.d3d11_warp = -1,
.d3d11_feature_level = D3D_FEATURE_LEVEL_11_0,
.egl_windowing = -1,
.swapchain_length = 6,
.max_frame_latency = 3,
.flip = 1,
},
.size = sizeof(struct angle_opts),
};
struct priv {
IDXGISwapChain *dxgi_swapchain;
ID3D11Device *d3d11_device;
ID3D11DeviceContext *d3d11_context;
ID3D11Texture2D *d3d11_backbuffer;
EGLConfig egl_config;
EGLDisplay egl_display;
EGLDeviceEXT egl_device;
EGLContext egl_context;
EGLSurface egl_window; // For the EGL windowing surface only
EGLSurface egl_backbuffer; // For the DXGI swap chain based surface
int sc_width, sc_height; // Swap chain width and height
int swapinterval;
bool sw_adapter_msg_shown;
struct angle_opts *opts;
};
static __thread struct MPGLContext *current_ctx;
static void update_sizes(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
p->sc_width = ctx->vo->dwidth ? ctx->vo->dwidth : 1;
p->sc_height = ctx->vo->dheight ? ctx->vo->dheight : 1;
}
static void d3d11_backbuffer_release(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
if (p->egl_backbuffer) {
eglMakeCurrent(p->egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE,
EGL_NO_CONTEXT);
eglDestroySurface(p->egl_display, p->egl_backbuffer);
}
p->egl_backbuffer = EGL_NO_SURFACE;
SAFE_RELEASE(p->d3d11_backbuffer);
}
static bool d3d11_backbuffer_get(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
HRESULT hr;
hr = IDXGISwapChain_GetBuffer(p->dxgi_swapchain, 0, &IID_ID3D11Texture2D,
(void**)&p->d3d11_backbuffer);
if (FAILED(hr)) {
MP_FATAL(vo, "Couldn't get swap chain back buffer\n");
return false;
}
EGLint pbuffer_attributes[] = {
EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
EGL_NONE,
};
p->egl_backbuffer = eglCreatePbufferFromClientBuffer(p->egl_display,
EGL_D3D_TEXTURE_ANGLE, p->d3d11_backbuffer, p->egl_config,
pbuffer_attributes);
if (!p->egl_backbuffer) {
MP_FATAL(vo, "Couldn't create EGL pbuffer\n");
return false;
}
eglMakeCurrent(p->egl_display, p->egl_backbuffer, p->egl_backbuffer,
p->egl_context);
return true;
}
static void d3d11_backbuffer_resize(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
HRESULT hr;
int old_sc_width = p->sc_width;
int old_sc_height = p->sc_height;
update_sizes(ctx);
// Avoid unnecessary resizing
if (old_sc_width == p->sc_width && old_sc_height == p->sc_height)
return;
// All references to backbuffers must be released before ResizeBuffers
// (including references held by ANGLE)
d3d11_backbuffer_release(ctx);
// The DirectX runtime may report errors related to the device like
// DXGI_ERROR_DEVICE_REMOVED at this point
hr = IDXGISwapChain_ResizeBuffers(p->dxgi_swapchain, 0, p->sc_width,
p->sc_height, DXGI_FORMAT_UNKNOWN, 0);
if (FAILED(hr))
MP_FATAL(vo, "Couldn't resize swapchain: %s\n", mp_HRESULT_to_str(hr));
if (!d3d11_backbuffer_get(ctx))
MP_FATAL(vo, "Couldn't get back buffer after resize\n");
}
static void d3d11_device_destroy(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
PFNEGLRELEASEDEVICEANGLEPROC eglReleaseDeviceANGLE =
(PFNEGLRELEASEDEVICEANGLEPROC)eglGetProcAddress("eglReleaseDeviceANGLE");
if (p->egl_display)
eglTerminate(p->egl_display);
p->egl_display = EGL_NO_DISPLAY;
if (p->egl_device && eglReleaseDeviceANGLE)
eglReleaseDeviceANGLE(p->egl_device);
p->egl_device = 0;
SAFE_RELEASE(p->d3d11_device);
}
static bool d3d11_device_create(MPGLContext *ctx, int flags)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
struct angle_opts *o = p->opts;
struct d3d11_device_opts device_opts = {
.allow_warp = o->d3d11_warp != 0,
.force_warp = o->d3d11_warp == 1,
.max_feature_level = o->d3d11_feature_level,
.min_feature_level = D3D_FEATURE_LEVEL_9_3,
.max_frame_latency = o->max_frame_latency,
};
if (!mp_d3d11_create_present_device(vo->log, &device_opts, &p->d3d11_device))
return false;
ID3D11Device_GetImmediateContext(p->d3d11_device, &p->d3d11_context);
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT =
(PFNEGLGETPLATFORMDISPLAYEXTPROC)eglGetProcAddress("eglGetPlatformDisplayEXT");
if (!eglGetPlatformDisplayEXT) {
MP_FATAL(vo, "Missing EGL_EXT_platform_base\n");
return false;
}
PFNEGLCREATEDEVICEANGLEPROC eglCreateDeviceANGLE =
(PFNEGLCREATEDEVICEANGLEPROC)eglGetProcAddress("eglCreateDeviceANGLE");
if (!eglCreateDeviceANGLE) {
MP_FATAL(vo, "Missing EGL_EXT_platform_device\n");
return false;
}
p->egl_device = eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE,
p->d3d11_device, NULL);
if (!p->egl_device) {
MP_FATAL(vo, "Couldn't create EGL device\n");
return false;
}
p->egl_display = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT,
p->egl_device, NULL);
if (!p->egl_display) {
MP_FATAL(vo, "Couldn't get EGL display\n");
return false;
}
return true;
}
static void d3d11_swapchain_surface_destroy(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
bool had_swapchain = p->dxgi_swapchain;
SAFE_RELEASE(p->dxgi_swapchain);
d3d11_backbuffer_release(ctx);
// Ensure the swapchain is destroyed by flushing the D3D11 immediate
// context. This is needed because the HWND may be reused. See:
// https://msdn.microsoft.com/en-us/library/windows/desktop/ff476425.aspx
if (had_swapchain && p->d3d11_context)
ID3D11DeviceContext_Flush(p->d3d11_context);
}
static bool d3d11_swapchain_surface_create(MPGLContext *ctx, int flags)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
struct angle_opts *o = p->opts;
if (!p->d3d11_device)
goto fail;
update_sizes(ctx);
struct d3d11_swapchain_opts swapchain_opts = {
.window = vo_w32_hwnd(vo),
.width = p->sc_width,
.height = p->sc_height,
.flip = o->flip,
.length = o->swapchain_length,
.usage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT,
};
if (!mp_d3d11_create_swapchain(p->d3d11_device, vo->log, &swapchain_opts,
&p->dxgi_swapchain))
goto fail;
if (!d3d11_backbuffer_get(ctx))
goto fail;
// EGL_D3D_TEXTURE_ANGLE pbuffers are always flipped vertically
ctx->flip_v = true;
return true;
fail:
d3d11_swapchain_surface_destroy(ctx);
return false;
}
static void d3d9_device_destroy(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
if (p->egl_display)
eglTerminate(p->egl_display);
p->egl_display = EGL_NO_DISPLAY;
}
static bool d3d9_device_create(MPGLContext *ctx, int flags)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT =
(PFNEGLGETPLATFORMDISPLAYEXTPROC)eglGetProcAddress("eglGetPlatformDisplayEXT");
if (!eglGetPlatformDisplayEXT) {
MP_FATAL(vo, "Missing EGL_EXT_platform_base\n");
return false;
}
EGLint display_attributes[] = {
EGL_PLATFORM_ANGLE_TYPE_ANGLE,
EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE,
EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE,
EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE,
EGL_NONE,
};
p->egl_display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE,
EGL_DEFAULT_DISPLAY, display_attributes);
if (p->egl_display == EGL_NO_DISPLAY) {
MP_FATAL(vo, "Couldn't get display\n");
return false;
}
return true;
}
static void egl_window_surface_destroy(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
if (p->egl_window) {
eglMakeCurrent(p->egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE,
EGL_NO_CONTEXT);
}
}
static bool egl_window_surface_create(MPGLContext *ctx, int flags)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
int window_attribs_len = 0;
EGLint *window_attribs = NULL;
EGLint flip_val;
if (eglGetConfigAttrib(p->egl_display, p->egl_config,
EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE, &flip_val))
{
if (flip_val == EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE) {
MP_TARRAY_APPEND(NULL, window_attribs, window_attribs_len,
EGL_SURFACE_ORIENTATION_ANGLE);
MP_TARRAY_APPEND(NULL, window_attribs, window_attribs_len,
EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE);
ctx->flip_v = true;
MP_VERBOSE(vo, "Rendering flipped.\n");
}
}
MP_TARRAY_APPEND(NULL, window_attribs, window_attribs_len, EGL_NONE);
p->egl_window = eglCreateWindowSurface(p->egl_display, p->egl_config,
vo_w32_hwnd(vo), window_attribs);
talloc_free(window_attribs);
if (!p->egl_window) {
MP_FATAL(vo, "Could not create EGL surface!\n");
goto fail;
}
eglMakeCurrent(p->egl_display, p->egl_window, p->egl_window,
p->egl_context);
return true;
fail:
egl_window_surface_destroy(ctx);
return false;
}
static void context_destroy(struct MPGLContext *ctx)
{
struct priv *p = ctx->priv;
if (p->egl_context) {
eglMakeCurrent(p->egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE,
EGL_NO_CONTEXT);
eglDestroyContext(p->egl_display, p->egl_context);
}
p->egl_context = EGL_NO_CONTEXT;
}
static bool context_init(struct MPGLContext *ctx, int flags)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
if (!eglInitialize(p->egl_display, NULL, NULL)) {
MP_FATAL(vo, "Couldn't initialize EGL\n");
goto fail;
}
const char *exts = eglQueryString(p->egl_display, EGL_EXTENSIONS);
if (exts)
MP_DBG(vo, "EGL extensions: %s\n", exts);
if (!mpegl_create_context(p->egl_display, vo->log, flags | VOFLAG_GLES,
&p->egl_context, &p->egl_config))
{
MP_FATAL(vo, "Could not create EGL context!\n");
goto fail;
}
return true;
fail:
context_destroy(ctx);
return false;
}
static void angle_uninit(struct MPGLContext *ctx)
{
struct priv *p = ctx->priv;
DwmEnableMMCSS(FALSE);
// Uninit the EGL surface implementation that is being used. Note: This may
// result in the *_destroy function being called twice since it is also
// called when the surface create function fails. This is fine because the
// *_destroy functions are idempotent.
if (p->dxgi_swapchain)
d3d11_swapchain_surface_destroy(ctx);
else
egl_window_surface_destroy(ctx);
context_destroy(ctx);
// Uninit the EGL device implementation that is being used
if (p->d3d11_device)
d3d11_device_destroy(ctx);
else
d3d9_device_destroy(ctx);
vo_w32_uninit(ctx->vo);
}
static int GLAPIENTRY angle_swap_interval(int interval)
{
if (!current_ctx)
return 0;
struct priv *p = current_ctx->priv;
if (p->dxgi_swapchain) {
p->swapinterval = MPCLAMP(interval, 0, 4);
return 1;
} else {
return eglSwapInterval(p->egl_display, interval);
}
}
static int angle_init(struct MPGLContext *ctx, int flags)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
p->opts = mp_get_config_group(ctx, ctx->global, &angle_conf);
struct angle_opts *o = p->opts;
// DWM MMCSS cargo-cult. The dxinterop backend also does this.
DwmEnableMMCSS(TRUE);
if (!angle_load()) {
MP_VERBOSE(vo, "Failed to load LIBEGL.DLL\n");
goto fail;
}
// Create the underlying EGL device implementation
bool context_ok = false;
if ((!context_ok && !o->renderer) || o->renderer == RENDERER_D3D11) {
context_ok = d3d11_device_create(ctx, flags);
if (context_ok) {
context_ok = context_init(ctx, flags);
if (!context_ok)
d3d11_device_destroy(ctx);
}
}
if ((!context_ok && !o->renderer) || o->renderer == RENDERER_D3D9) {
context_ok = d3d9_device_create(ctx, flags);
if (context_ok) {
MP_VERBOSE(vo, "Using Direct3D 9\n");
context_ok = context_init(ctx, flags);
if (!context_ok)
d3d9_device_destroy(ctx);
}
}
if (!context_ok)
goto fail;
if (!vo_w32_init(vo))
goto fail;
// Create the underlying EGL surface implementation
bool surface_ok = false;
if ((!surface_ok && o->egl_windowing == -1) || o->egl_windowing == 0) {
surface_ok = d3d11_swapchain_surface_create(ctx, flags);
}
if ((!surface_ok && o->egl_windowing == -1) || o->egl_windowing == 1) {
surface_ok = egl_window_surface_create(ctx, flags);
if (surface_ok)
MP_VERBOSE(vo, "Using EGL windowing\n");
}
if (!surface_ok)
goto fail;
mpegl_load_functions(ctx->gl, vo->log);
current_ctx = ctx;
ctx->gl->SwapInterval = angle_swap_interval;
return 0;
fail:
angle_uninit(ctx);
return -1;
}
static int angle_reconfig(struct MPGLContext *ctx)
{
vo_w32_config(ctx->vo);
return 0;
}
static struct mp_image *d3d11_screenshot(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
ID3D11Texture2D *frontbuffer = NULL;
ID3D11Texture2D *staging = NULL;
struct mp_image *img = NULL;
HRESULT hr;
if (!p->dxgi_swapchain)
goto done;
// Validate the swap chain. This screenshot method will only work on DXGI
// 1.2+ flip/sequential swap chains. It's probably not possible at all with
// discard swap chains, since by definition, the backbuffer contents is
// discarded on Present().
DXGI_SWAP_CHAIN_DESC scd;
hr = IDXGISwapChain_GetDesc(p->dxgi_swapchain, &scd);
if (FAILED(hr))
goto done;
if (scd.SwapEffect != DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL)
goto done;
// Get the last buffer that was presented with Present(). This should be
// the n-1th buffer for a swap chain of length n.
hr = IDXGISwapChain_GetBuffer(p->dxgi_swapchain, scd.BufferCount - 1,
&IID_ID3D11Texture2D, (void**)&frontbuffer);
if (FAILED(hr))
goto done;
D3D11_TEXTURE2D_DESC td;
ID3D11Texture2D_GetDesc(frontbuffer, &td);
if (td.SampleDesc.Count > 1)
goto done;
// Validate the backbuffer format and convert to an mpv IMGFMT
enum mp_imgfmt fmt;
switch (td.Format) {
case DXGI_FORMAT_B8G8R8A8_UNORM: fmt = IMGFMT_BGR0; break;
case DXGI_FORMAT_R8G8B8A8_UNORM: fmt = IMGFMT_RGB0; break;
default:
goto done;
}
// Create a staging texture based on the frontbuffer with CPU access
td.BindFlags = 0;
td.MiscFlags = 0;
td.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
td.Usage = D3D11_USAGE_STAGING;
hr = ID3D11Device_CreateTexture2D(p->d3d11_device, &td, 0, &staging);
if (FAILED(hr))
goto done;
ID3D11DeviceContext_CopyResource(p->d3d11_context,
(ID3D11Resource*)staging, (ID3D11Resource*)frontbuffer);
// Attempt to map the staging texture to CPU-accessible memory
D3D11_MAPPED_SUBRESOURCE lock;
hr = ID3D11DeviceContext_Map(p->d3d11_context, (ID3D11Resource*)staging,
0, D3D11_MAP_READ, 0, &lock);
if (FAILED(hr))
goto done;
img = mp_image_alloc(fmt, td.Width, td.Height);
if (!img)
return NULL;
for (int i = 0; i < td.Height; i++) {
memcpy(img->planes[0] + img->stride[0] * i,
(char*)lock.pData + lock.RowPitch * i, td.Width * 4);
}
ID3D11DeviceContext_Unmap(p->d3d11_context, (ID3D11Resource*)staging, 0);
done:
SAFE_RELEASE(frontbuffer);
SAFE_RELEASE(staging);
return img;
}
static int angle_control(MPGLContext *ctx, int *events, int request, void *arg)
{
struct priv *p = ctx->priv;
// Try a D3D11-specific method of taking a window screenshot
if (request == VOCTRL_SCREENSHOT_WIN) {
struct mp_image *img = d3d11_screenshot(ctx);
if (img) {
*(struct mp_image **)arg = img;
return true;
}
}
int r = vo_w32_control(ctx->vo, events, request, arg);
if (*events & VO_EVENT_RESIZE) {
if (p->dxgi_swapchain)
d3d11_backbuffer_resize(ctx);
else
eglWaitClient(); // Should get ANGLE to resize its swapchain
}
return r;
}
static void d3d11_swap_buffers(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
// Calling Present() on a flip-sequential swap chain will silently change
// the underlying storage of the back buffer to point to the next buffer in
// the chain. This results in the RTVs for the back buffer becoming
// unbound. Since ANGLE doesn't know we called Present(), it will continue
// using the unbound RTVs, so we must save and restore them ourselves.
ID3D11RenderTargetView *rtvs[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT] = {0};
ID3D11DepthStencilView *dsv = NULL;
ID3D11DeviceContext_OMGetRenderTargets(p->d3d11_context,
MP_ARRAY_SIZE(rtvs), rtvs, &dsv);
HRESULT hr = IDXGISwapChain_Present(p->dxgi_swapchain, p->swapinterval, 0);
if (FAILED(hr))
MP_FATAL(ctx->vo, "Couldn't present: %s\n", mp_HRESULT_to_str(hr));
// Restore the RTVs and release the objects
ID3D11DeviceContext_OMSetRenderTargets(p->d3d11_context,
MP_ARRAY_SIZE(rtvs), rtvs, dsv);
for (int i = 0; i < 8; i++)
SAFE_RELEASE(rtvs[i]);
SAFE_RELEASE(dsv);
}
static void egl_swap_buffers(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
eglSwapBuffers(p->egl_display, p->egl_window);
}
static void angle_swap_buffers(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
if (p->dxgi_swapchain)
d3d11_swap_buffers(ctx);
else
egl_swap_buffers(ctx);
}
const struct mpgl_driver mpgl_driver_angle = {
.name = "angle",
.priv_size = sizeof(struct priv),
.init = angle_init,
.reconfig = angle_reconfig,
.swap_buffers = angle_swap_buffers,
.control = angle_control,
.uninit = angle_uninit,
};