if (GDK_DISPLAY_DEBUG_CHECK (display, GL_WGL))
return gdk_win32_display_init_wgl (display, error);
- /* No env vars set, do the regular GL initialization.
- *
- * We try EGL first if supported, but are very picky about what we accept.
- * If that fails, we try to go with WGL instead.
- * And if that also fails, we try EGL again, but this time accept anything.
- *
- * The idea here is that EGL is the preferred method going forward, but WGL is
- * the tried and tested method that we know works. So if we detect issues with
- * EGL, we want to avoid using it in favor of WGL.
+ /* No env vars set, do the regular GL initialization, first WGL and then EGL,
+ * as WGL is the more tried-and-tested configuration.
*/
-#ifdef GDK_WIN32_ENABLE_EGL
- if (gdk_win32_display_init_egl (display, error))
- return TRUE;
-#endif
- g_clear_error (error);
-
if (gdk_win32_display_init_wgl (display, error))
return TRUE;
g_clear_error (error);
#ifdef GDK_WIN32_ENABLE_EGL
- return gdk_win32_display_init_egl (display, error);
-#else
- return FALSE;
+ if (gdk_win32_display_init_egl (display, error))
+ return TRUE;
#endif
+ g_clear_error (error);
+
+ return gdk_win32_display_init_wgl (display, error);
}
static GdkGLContext *