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Does ANGLE still work correctly? #8530
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don't be skimpy and post a full log, pls. also maybe clarify what actually happens. does mpv crash? does it not start? doe it not initialise the context? some lines in a verbose output is not "actual behaviour". we want to know what the problem is. |
that's why. ANGLE doesn't do compute shaders, nor does it do SSBO. Not doing HDR tonemapping the same way as a mode where those things are available is expected behaviour. In general, you should not use ANGLE if one of the other modes works. If you want to use Direct3d, I think you should use |
It solves my confusion. And could I think |
Basically what happens in the following sequence:
Technically the desktop GL attempt is in this case "useless", but would have to check if there's a convenient way of skipping this for ANGLE and/or for GL ES-only things in general.. |
since the question has been answered and everything works as intended, i am going to close this. |
Important Information
Reproduction steps
Start the mpv with:
mpv --vo=gpu --gpu-api=opengl --gpu-context=angle --log-file="~~desktop/opengl-angle.log"
Expected behavior
No error text?
Actual behavior
The words
Could not bind API!
are in the log file.Log file
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