#include "fg_internal.h"
#include "egl/fg_window_egl.h"
#include <screen/screen.h>
-#include <bps/screen.h>
/*
* Opens a window. Requires a SFG_Window object created and attached
}
fgDisplay.pDisplay.single_native_window = sWindow;
+ /* Choose config and screen format */
+ fghChooseConfig(&window->Window.pContext.egl.Config);
+ int screenFormat = SCREEN_FORMAT_RGBA8888; //Only SCREEN_FORMAT_RGBA8888 and SCREEN_FORMAT_RGB565 are supported. See fg_window_egl for more info
+ int configAttri;
+#define EGL_QUERY_COMP(att, comp) (eglGetConfigAttrib(fgDisplay.pDisplay.egl.Display, window->Window.pContext.egl.Config, att, &configAttri) == GL_TRUE && (configAttri comp))
+ if (EGL_QUERY_COMP(EGL_ALPHA_SIZE, <= 0) && EGL_QUERY_COMP(EGL_RED_SIZE, <= 5) &&
+ EGL_QUERY_COMP(EGL_GREEN_SIZE, <= 6) && EGL_QUERY_COMP(EGL_BLUE_SIZE, <= 5)) {
+ screenFormat = SCREEN_FORMAT_RGB565;
+ }
+#undef EGL_QUERY_COMP
+
/* Set window properties */
int orientation = atoi(getenv("ORIENTATION"));
- int screenFormat = SCREEN_FORMAT_RGBA8888; //Only SCREEN_FORMAT_RGBA8888 and SCREEN_FORMAT_RGB565 are supported. See fg_window_egl for more info
-#ifdef GL_ES_VERSION_2_0
- int screenUsage = SCREEN_USAGE_OPENGL_ES2 | SCREEN_USAGE_ROTATION;
-#elif GL_VERSION_ES_CM_1_0 || GL_VERSION_ES_CL_1_0 || GL_VERSION_ES_CM_1_1 || GL_VERSION_ES_CL_1_1
- int screenUsage = SCREEN_USAGE_OPENGL_ES1 | SCREEN_USAGE_ROTATION;
+ int screenUsage = SCREEN_USAGE_ROTATION;
+#ifdef SCREEN_USAGE_OPENGL_ES3
+ if (fgState.MajorVersion >= 3) {
+ screenUsage |= SCREEN_USAGE_OPENGL_ES3;
+ } else
#endif
-#ifndef __X86__
+ if (fgState.MajorVersion >= 2) {
+ screenUsage |= SCREEN_USAGE_OPENGL_ES2;
+ } else {
+ screenUsage |= SCREEN_USAGE_OPENGL_ES1;
+ }
+#if !defined(__X86__) && !defined(__PLAYBOOK__)
screenUsage |= SCREEN_USAGE_DISPLAY; // Physical device copy directly into physical display
#endif
if (screen_set_window_property_iv(sWindow, SCREEN_PROPERTY_FORMAT, &screenFormat)) {
window->State.IsFullscreen = GL_TRUE; //XXX Always fullscreen for now
/* Create context */
- fghChooseConfig(&window->Window.pContext.egl.Config);
window->Window.Context = EGL_NO_CONTEXT;
if( fgState.UseCurrentContext == GL_TRUE )
window->Window.Context = eglGetCurrentContext();