X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fegl%2Ffg_window_egl.c;h=2141c5cc45bf28ec255d598a7bb7668e19ccfae3;hb=cc2a530d408fb9781516aeee18523541fea11165;hp=0e062339cae2b69835b5a4e225fca36a5f6d2391;hpb=ba0d46aa5599d279431a91fd5ccbcd9d59920203;p=freeglut diff --git a/src/egl/fg_window_egl.c b/src/egl/fg_window_egl.c index 0e06233..2141c5c 100644 --- a/src/egl/fg_window_egl.c +++ b/src/egl/fg_window_egl.c @@ -41,8 +41,8 @@ int fghChooseConfig(EGLConfig* config) { 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, + EGL_GREEN_SIZE, 8, + EGL_RED_SIZE, 8, #else EGL_BLUE_SIZE, 1, EGL_GREEN_SIZE, 1, @@ -58,7 +58,7 @@ int fghChooseConfig(EGLConfig* config) { 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; } @@ -105,9 +105,9 @@ 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) + window->Window.pContext.egl.Surface, + window->Window.pContext.egl.Surface, + window->Window.Context) == EGL_FALSE) fgError("eglMakeCurrent: err=%x\n", eglGetError()); } } @@ -138,9 +138,28 @@ void fghPlatformOpenWindowEGL( SFG_Window* window ) */ 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; }