X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fegl%2Ffg_window_egl.c;h=2141c5cc45bf28ec255d598a7bb7668e19ccfae3;hb=cc2a530d408fb9781516aeee18523541fea11165;hp=48eb74856ba2ccf1c9d63e7ba093b1e44ecd07d5;hpb=cb1e59cf5e6ac8034ae91abfd320874004a44c88;p=freeglut diff --git a/src/egl/fg_window_egl.c b/src/egl/fg_window_egl.c index 48eb748..2141c5c 100644 --- a/src/egl/fg_window_egl.c +++ b/src/egl/fg_window_egl.c @@ -36,9 +36,18 @@ int fghChooseConfig(EGLConfig* config) { #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, @@ -46,10 +55,10 @@ int fghChooseConfig(EGLConfig* config) { 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; } @@ -94,11 +103,13 @@ EGLContext fghCreateNewContextEGL( SFG_Window* window ) { void fgPlatformSetWindow ( SFG_Window *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()); + 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()); + } } /* @@ -127,9 +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; }