return;
}
+ fghChooseConfigEGL(&window->Window.pContext.egl.Config);
fghCreateNewContextEGL(window);
/* Wait until window is available and OpenGL context is created */
}
EGLDisplay display = fgDisplay.pDisplay.egl.Display;
- EGLint format = fgDisplay.pDisplay.single_window->Window.pContext.egl.ContextFormat;
- ANativeWindow_setBuffersGeometry(window->Window.Handle, 0, 0, format);
+
+ /* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is
+ * guaranteed to be accepted by ANativeWindow_setBuffersGeometry().
+ * As soon as we picked a EGLConfig, we can safely reconfigure the
+ * ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */
+ EGLint vid;
+ eglGetConfigAttrib(display, window->Window.pContext.egl.Config,
+ EGL_NATIVE_VISUAL_ID, &vid);
+
+ ANativeWindow_setBuffersGeometry(window->Window.Handle, 0, 0, vid);
fghPlatformOpenWindowEGL(window);
window->State.Visible = GL_TRUE;
#include <GL/freeglut.h>
#include "fg_internal.h"
-/**
- * Initialize an EGL context for the current display.
- */
-void fghCreateNewContextEGL( SFG_Window* window ) {
- /*
- * Here specify the attributes of the desired configuration.
- * Below, we select an EGLConfig with at least 8 bits per color
- * component compatible with on-screen windows
- */
- /* Ensure OpenGLES 2.0 context */
- printf("DisplayMode: %d (DEPTH %d)\n", fgState.DisplayMode, (fgState.DisplayMode & GLUT_DEPTH));
+void fghChooseConfigEGL(EGLConfig* config) {
const EGLint attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
+#ifdef GL_ES_VERSION_2_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
EGL_BLUE_SIZE, 1,
EGL_GREEN_SIZE, 1,
EGL_RED_SIZE, 1,
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());
+}
- EGLint format;
- EGLint numConfigs;
- EGLConfig config;
+/**
+ * Initialize an EGL context for the current display.
+ */
+void fghCreateNewContextEGL( SFG_Window* window ) {
EGLContext context;
EGLDisplay eglDisplay = fgDisplay.pDisplay.egl.Display;
-
- /* Here, the application chooses the configuration it desires. In this
- * sample, we have a very simplified selection process, where we pick
- * the first EGLConfig that matches our criteria */
- eglChooseConfig(eglDisplay, attribs, &config, 1, &numConfigs);
-
- /* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is
- * guaranteed to be accepted by ANativeWindow_setBuffersGeometry().
- * As soon as we picked a EGLConfig, we can safely reconfigure the
- * ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */
- eglGetConfigAttrib(eglDisplay, config, EGL_NATIVE_VISUAL_ID, &format);
-
- /* Default, but doesn't hurt */
- eglBindAPI(EGL_OPENGL_ES_API);
+ EGLConfig eglConfig = window->Window.pContext.egl.Config;
/* Ensure OpenGLES 2.0 context */
static const 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
+ EGL_CONTEXT_CLIENT_VERSION, 1,
+#endif
EGL_NONE
};
- context = eglCreateContext(eglDisplay, config, EGL_NO_CONTEXT, ctx_attribs);
+ context = eglCreateContext(eglDisplay, eglConfig, EGL_NO_CONTEXT, ctx_attribs);
if (context == EGL_NO_CONTEXT) {
fgWarning("Cannot initialize EGL context, err=%x\n", eglGetError());
fghContextCreationError();
fgError("Wrong GLES major version: %d\n", ver);
window->Window.Context = context;
- window->Window.pContext.egl.ContextConfig = config;
- window->Window.pContext.egl.ContextFormat = format;
}
/*
void fghPlatformOpenWindowEGL( SFG_Window* window )
{
EGLDisplay display = fgDisplay.pDisplay.egl.Display;
- EGLConfig config = window->Window.pContext.egl.ContextConfig;
+ EGLConfig config = window->Window.pContext.egl.Config;
EGLSurface surface = eglCreateWindowSurface(display, config, window->Window.Handle, NULL);
if (surface == EGL_NO_SURFACE)