#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_SAMPLES, (fgState.DisplayMode & GLUT_MULTISAMPLE) ? fgState.SampleNumber : 0,
EGL_NONE
};
-
+
EGLint num_config;
if (!eglChooseConfig(fgDisplay.pDisplay.egl.Display,
- attribs, config, 1, &num_config)) {
+ attribs, config, 1, &num_config)) {
fgWarning("eglChooseConfig: error %x\n", eglGetError());
return 0;
}
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 surface = eglCreateWindowSurface(display, config, window->Window.Handle, NULL);
if (surface == EGL_NO_SURFACE)
fgError("Cannot create EGL window surface, 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); */
- window->Window.pContext.egl.Surface = surface;
}
/*
*/
void fghPlatformCloseWindowEGL( SFG_Window* window )
{
- eglMakeCurrent(fgDisplay.pDisplay.egl.Display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+ /* 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) {
- eglDestroyContext(fgDisplay.pDisplay.egl.Display, window->Window.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;
}
window->Window.pContext.egl.Surface = EGL_NO_SURFACE;
}
}
-
-void fgPlatformSetWindow ( SFG_Window *window )
-{
- if (!eglMakeCurrent(
- fgDisplay.pDisplay.egl.Display,
- window->Window.pContext.egl.Surface,
- window->Window.pContext.egl.Surface,
- window->Window.Context))
- fgError("eglMakeCurrent: err=%x\n", eglGetError());
-}