#include <GL/freeglut.h>
#include "fg_internal.h"
-void fghChooseConfigEGL(EGLConfig* config) {
+int fghChooseConfig(EGLConfig* config) {
const EGLint attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
#ifdef GL_ES_VERSION_2_0
+ /*
+ * Khronos does not specify a EGL_OPENGL_ES3_BIT outside of the OpenGL extension "EGL_KHR_create_context". There are numerous references on the internet that
+ * say to use EGL_OPENGL_ES3_BIT, followed by many saying they can't find it in any headers. In fact, the offical updated specification for EGL does not have
+ * any references to OpenGL ES 3.0. Tests have shown that EGL_OPENGL_ES2_BIT will work with ES 3.0.
+ */
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 and
+ https://twitter.com/BlackBerryDev/status/380720927475912706 */
+ 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))
- fgError("eglChooseConfig: error %x\n", eglGetError());
+ attribs, config, 1, &num_config)) {
+ fgWarning("eglChooseConfig: error %x\n", eglGetError());
+ return 0;
+ }
+
+ return 1;
}
/**
* Initialize an EGL context for the current display.
*/
-void fghCreateNewContextEGL( SFG_Window* window ) {
+EGLContext fghCreateNewContextEGL( SFG_Window* window ) {
EGLContext context;
EGLDisplay eglDisplay = fgDisplay.pDisplay.egl.Display;
EGLConfig eglConfig = window->Window.pContext.egl.Config;
/* Ensure OpenGLES 2.0 context */
- static const EGLint ctx_attribs[] = {
+ static 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
#endif
EGL_NONE
};
+#ifdef GL_ES_VERSION_2_0
+ /*
+ * As GLES 3.0 is backwards compatible with GLES 2.0, we set 2.0 as default unless the user states a different version.
+ * This updates the context attributes and lets us check that the correct version was set when we query it after creation.
+ */
+ int gles2Ver = fgState.MajorVersion <= 2 ? 2 : fgState.MajorVersion;
+ ctx_attribs[1] = gles2Ver;
+#endif
context = eglCreateContext(eglDisplay, eglConfig, EGL_NO_CONTEXT, ctx_attribs);
if (context == EGL_NO_CONTEXT) {
fgWarning("Cannot initialize EGL context, err=%x\n", eglGetError());
}
EGLint ver = -1;
eglQueryContext(fgDisplay.pDisplay.egl.Display, context, EGL_CONTEXT_CLIENT_VERSION, &ver);
- if (ver != 2)
+#ifdef GL_ES_VERSION_2_0
+ if (ver != gles2Ver)
+#else
+ if (ver != 1)
+#endif
fgError("Wrong GLES major version: %d\n", ver);
- window->Window.Context = context;
+ 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());
+ }
}
/*
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, window->Window.Context) == EGL_FALSE)
- fgError("eglMakeCurrent: err=%x\n", eglGetError());
+ window->Window.pContext.egl.Surface = surface;
- //EGLint w, h;
- //eglQuerySurface(display, surface, EGL_WIDTH, &w);
- //eglQuerySurface(display, surface, EGL_HEIGHT, &h);
+ fgPlatformSetWindow(window);
+
+ /* 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;
}