#include <GL/freeglut.h>
#include "fg_internal.h"
-/**
- * Initialize an EGL context for the current display.
- */
-void fghCreateContext( ) {
- /*
- * Here specify the attributes of the desired configuration.
- * Below, we select an EGLConfig with at least 8 bits per color
- * component compatible with on-screen windows
- */
- /* Ensure OpenGLES 2.0 context */
- printf("DisplayMode: %d (DEPTH %d)\n", fgState.DisplayMode, (fgState.DisplayMode & GLUT_DEPTH));
+int fghChooseConfig(EGLConfig* config) {
const EGLint attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
+#ifdef GL_ES_VERSION_2_0
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
+#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
+ EGL_RENDERABLE_TYPE, EGL_OPENGL_ES_BIT,
+#else
+ EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
+#endif
+#ifdef TARGET_HOST_BLACKBERRY
+ /* Only 888 and 565 seem to work. Based on
+ http://qt.gitorious.org/qt/qtbase/source/893deb1a93021cdfabe038cdf1869de33a60cbc9:src/plugins/platforms/qnx/qqnxglcontext.cpp
+ That's all that is used, and that's what BlackBerry uses for their own internal OpenGL setup, so unless something else is determined, use it */
+ EGL_BLUE_SIZE, 8,
+ EGL_GREEN_SIZE, 8,
+ EGL_RED_SIZE, 8,
+#else
EGL_BLUE_SIZE, 1,
EGL_GREEN_SIZE, 1,
EGL_RED_SIZE, 1,
+#endif
EGL_ALPHA_SIZE, (fgState.DisplayMode & GLUT_ALPHA) ? 1 : 0,
EGL_DEPTH_SIZE, (fgState.DisplayMode & GLUT_DEPTH) ? 1 : 0,
EGL_STENCIL_SIZE, (fgState.DisplayMode & GLUT_STENCIL) ? 1 : 0,
EGL_NONE
};
- EGLint format;
- EGLint numConfigs;
- EGLConfig config;
- EGLContext context;
-
- EGLDisplay eglDisplay = fgDisplay.pDisplay.eglDisplay;
-
- /* TODO : apply DisplayMode */
- /* (GLUT_DEPTH already applied in attribs[] above) */
+ EGLint num_config;
+ if (!eglChooseConfig(fgDisplay.pDisplay.egl.Display,
+ attribs, config, 1, &num_config)) {
+ fgWarning("eglChooseConfig: error %x\n", eglGetError());
+ return 0;
+ }
- /* Here, the application chooses the configuration it desires. In this
- * sample, we have a very simplified selection process, where we pick
- * the first EGLConfig that matches our criteria */
- eglChooseConfig(eglDisplay, attribs, &config, 1, &numConfigs);
+ return 1;
+}
- /* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is
- * guaranteed to be accepted by ANativeWindow_setBuffersGeometry().
- * As soon as we picked a EGLConfig, we can safely reconfigure the
- * ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */
- eglGetConfigAttrib(eglDisplay, config, EGL_NATIVE_VISUAL_ID, &format);
+/**
+ * Initialize an EGL context for the current display.
+ */
+EGLContext fghCreateNewContextEGL( SFG_Window* window ) {
+ EGLContext context;
- /* Default, but doesn't hurt */
- eglBindAPI(EGL_OPENGL_ES_API);
+ EGLDisplay eglDisplay = fgDisplay.pDisplay.egl.Display;
+ EGLConfig eglConfig = window->Window.pContext.egl.Config;
/* Ensure OpenGLES 2.0 context */
static const EGLint ctx_attribs[] = {
+#ifdef GL_ES_VERSION_2_0
EGL_CONTEXT_CLIENT_VERSION, 2,
+#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
+ EGL_CONTEXT_CLIENT_VERSION, 1,
+#endif
EGL_NONE
};
- context = eglCreateContext(eglDisplay, config, EGL_NO_CONTEXT, ctx_attribs);
+ context = eglCreateContext(eglDisplay, eglConfig, EGL_NO_CONTEXT, ctx_attribs);
if (context == EGL_NO_CONTEXT) {
fgWarning("Cannot initialize EGL context, err=%x\n", eglGetError());
fghContextCreationError();
}
EGLint ver = -1;
- eglQueryContext(fgDisplay.pDisplay.eglDisplay, context, EGL_CONTEXT_CLIENT_VERSION, &ver);
+ eglQueryContext(fgDisplay.pDisplay.egl.Display, context, EGL_CONTEXT_CLIENT_VERSION, &ver);
+#ifdef GL_ES_VERSION_2_0
if (ver != 2)
+#else
+ if (ver != 1)
+#endif
fgError("Wrong GLES major version: %d\n", ver);
- fgDisplay.pDisplay.eglContext = context;
- fgDisplay.pDisplay.eglContextConfig = config;
- fgDisplay.pDisplay.eglContextFormat = format;
+ return context;
+}
+
+void fgPlatformSetWindow ( SFG_Window *window )
+{
+ if ( window != fgStructure.CurrentWindow && window) {
+ if (eglMakeCurrent(fgDisplay.pDisplay.egl.Display,
+ window->Window.pContext.egl.Surface,
+ window->Window.pContext.egl.Surface,
+ window->Window.Context) == EGL_FALSE)
+ fgError("eglMakeCurrent: err=%x\n", eglGetError());
+ }
}
/*
* Really opens a window when handle is available
*/
-EGLSurface fghEGLPlatformOpenWindow( EGLNativeWindowType handle )
+void fghPlatformOpenWindowEGL( SFG_Window* window )
{
- EGLDisplay display = fgDisplay.pDisplay.eglDisplay;
- EGLContext context = fgDisplay.pDisplay.eglContext;
- EGLConfig config = fgDisplay.pDisplay.eglContextConfig;
+ EGLDisplay display = fgDisplay.pDisplay.egl.Display;
+ EGLConfig config = window->Window.pContext.egl.Config;
- EGLSurface surface = eglCreateWindowSurface(display, config, handle, NULL);
+ EGLSurface surface = eglCreateWindowSurface(display, config, window->Window.Handle, NULL);
if (surface == EGL_NO_SURFACE)
fgError("Cannot create EGL window surface, err=%x\n", eglGetError());
- if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE)
- fgError("eglMakeCurrent: err=%x\n", eglGetError());
+ window->Window.pContext.egl.Surface = surface;
+
+ fgPlatformSetWindow(window);
- //EGLint w, h;
- //eglQuerySurface(display, surface, EGL_WIDTH, &w);
- //eglQuerySurface(display, surface, EGL_HEIGHT, &h);
+ /* EGLint w, h; */
+ /* eglQuerySurface(display, surface, EGL_WIDTH, &w); */
+ /* eglQuerySurface(display, surface, EGL_HEIGHT, &h); */
- return surface;
}
/*
* Closes a window, destroying the frame and OpenGL context
*/
-void fgPlatformCloseWindow( SFG_Window* window )
+void fghPlatformCloseWindowEGL( SFG_Window* window )
{
- if (window->Window.pContext.eglSurface != EGL_NO_SURFACE) {
- eglDestroySurface(fgDisplay.pDisplay.eglDisplay, window->Window.pContext.eglSurface);
- window->Window.pContext.eglSurface = EGL_NO_SURFACE;
+ /* Based on fg_window_mswin fgPlatformCloseWindow */
+ if( fgStructure.CurrentWindow == window )
+ eglMakeCurrent(fgDisplay.pDisplay.egl.Display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+
+ if (window->Window.Context != EGL_NO_CONTEXT) {
+ /* Step through the list of windows. If the rendering context is not being used by another window, then delete it */
+ {
+ GLboolean used = GL_FALSE;
+ SFG_Window *iter;
+
+ for( iter = (SFG_Window*)fgStructure.Windows.First;
+ iter && used == GL_FALSE;
+ iter = (SFG_Window*)iter->Node.Next)
+ {
+ if( (iter->Window.Context == window->Window.Context) &&
+ (iter != window) )
+ used = GL_TRUE;
+ }
+
+ if( !used )
+ eglDestroyContext(fgDisplay.pDisplay.egl.Display, window->Window.Context);
+ }
+ window->Window.Context = EGL_NO_CONTEXT;
+ }
+
+ if (window->Window.pContext.egl.Surface != EGL_NO_SURFACE) {
+ eglDestroySurface(fgDisplay.pDisplay.egl.Display, window->Window.pContext.egl.Surface);
+ window->Window.pContext.egl.Surface = EGL_NO_SURFACE;
}
}