X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fegl%2Ffg_window_egl.c;h=2f78a65c303ca616bc7b5deda9b300f7eb2fd434;hb=b3afa3521a6b71832c3411dde9d2ab93706b1f7d;hp=c2bca9697c2b1750397d02d0299e5380ab239d4e;hpb=44723ddf7e6337d41562680d5ca89f23816577ac;p=freeglut diff --git a/src/egl/fg_window_egl.c b/src/egl/fg_window_egl.c index c2bca96..2f78a65 100644 --- a/src/egl/fg_window_egl.c +++ b/src/egl/fg_window_egl.c @@ -26,19 +26,33 @@ #include #include "fg_internal.h" -int 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, @@ -46,11 +60,11 @@ int fghChooseConfigEGL(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)) { - fgWarn("eglChooseConfig: error %x\n", eglGetError()); + attribs, config, 1, &num_config)) { + fgWarning("eglChooseConfig: error %x\n", eglGetError()); return 0; } @@ -60,14 +74,14 @@ int fghChooseConfigEGL(EGLConfig* config) { /** * 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 @@ -75,6 +89,14 @@ void fghCreateNewContextEGL( SFG_Window* window ) { #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()); @@ -82,10 +104,25 @@ void fghCreateNewContextEGL( SFG_Window* window ) { } 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()); + } } /* @@ -99,14 +136,14 @@ void fghPlatformOpenWindowEGL( SFG_Window* window ) 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; } /* @@ -114,9 +151,28 @@ 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; }