Use WGL for GL context creation on Windows ARM64 as well.

This may not work, as I'm not sure why the code originally did as it
did. But this at least lets it compile, we'll need someone with a real
Windows ARM device to test this as I only have a VM with no GPU
acceleration.
This commit is contained in:
Nadia Holmquist Pedersen
2022-11-05 22:38:23 +01:00
parent 9a5e884913
commit 659b7214c7

View File

@ -10,7 +10,7 @@
#endif #endif
Log_SetChannel(GL::Context); Log_SetChannel(GL::Context);
#if defined(_WIN32) && !defined(_M_ARM64) #if defined(_WIN32)
#include "context_wgl.h" #include "context_wgl.h"
#elif defined(__APPLE__) #elif defined(__APPLE__)
#include "context_agl.h" #include "context_agl.h"
@ -66,7 +66,7 @@ std::unique_ptr<GL::Context> Context::Create(const WindowInfo& wi, const Version
} }
std::unique_ptr<Context> context; std::unique_ptr<Context> context;
#if defined(_WIN32) && !defined(_M_ARM64) #if defined(_WIN32)
context = ContextWGL::Create(wi, versions_to_try, num_versions_to_try); context = ContextWGL::Create(wi, versions_to_try, num_versions_to_try);
#elif defined(__APPLE__) #elif defined(__APPLE__)
context = ContextAGL::Create(wi, versions_to_try, num_versions_to_try); context = ContextAGL::Create(wi, versions_to_try, num_versions_to_try);