Create window surface and add fallback for visual info retival
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e06515eaa0
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478eac2fe0
@ -40,7 +40,7 @@
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// Returns the specified attribute of the specified EGLConfig
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//========================================================================
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static int getFBConfigAttrib(_GLFWwindow* window, EGLConfig fbconfig, int attrib)
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static int getFBConfigAttrib(EGLConfig fbconfig, int attrib)
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{
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int value;
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eglGetConfigAttrib(_glfwLibrary.EGL.display, fbconfig, attrib, &value);
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@ -80,37 +80,36 @@ static _GLFWfbconfig* getFBConfigs(_GLFWwindow* window, unsigned int* found)
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for (i = 0; i < count; i++)
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{
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if (!getFBConfigAttrib(window, fbconfigs[i], EGL_NATIVE_VISUAL_ID))
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if (!getFBConfigAttrib(fbconfigs[i], EGL_NATIVE_VISUAL_ID))
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{
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// Only consider EGLConfigs with associated visuals
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continue;
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}
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if (!(getFBConfigAttrib(window,
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fbconfigs[i],
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if (!(getFBConfigAttrib(fbconfigs[i],
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EGL_COLOR_BUFFER_TYPE) & EGL_RGB_BUFFER))
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{
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// Only consider RGB(A) EGLConfigs
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continue;
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}
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if (!(getFBConfigAttrib(window, fbconfigs[i], EGL_RENDERABLE_TYPE) & EGL_WINDOW_BIT))
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if (!(getFBConfigAttrib(fbconfigs[i], EGL_RENDERABLE_TYPE) & EGL_WINDOW_BIT))
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{
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// Only consider window EGLConfigs
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continue;
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}
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result[*found].redBits = getFBConfigAttrib(window, fbconfigs[i], EGL_RED_SIZE);
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result[*found].greenBits = getFBConfigAttrib(window, fbconfigs[i], EGL_GREEN_SIZE);
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result[*found].blueBits = getFBConfigAttrib(window, fbconfigs[i], EGL_BLUE_SIZE);
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result[*found].redBits = getFBConfigAttrib(fbconfigs[i], EGL_RED_SIZE);
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result[*found].greenBits = getFBConfigAttrib(fbconfigs[i], EGL_GREEN_SIZE);
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result[*found].blueBits = getFBConfigAttrib(fbconfigs[i], EGL_BLUE_SIZE);
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result[*found].alphaBits = getFBConfigAttrib(window, fbconfigs[i], EGL_ALPHA_SIZE);
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result[*found].depthBits = getFBConfigAttrib(window, fbconfigs[i], EGL_DEPTH_SIZE);
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result[*found].stencilBits = getFBConfigAttrib(window, fbconfigs[i], EGL_STENCIL_SIZE);
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result[*found].alphaBits = getFBConfigAttrib(fbconfigs[i], EGL_ALPHA_SIZE);
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result[*found].depthBits = getFBConfigAttrib(fbconfigs[i], EGL_DEPTH_SIZE);
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result[*found].stencilBits = getFBConfigAttrib(fbconfigs[i], EGL_STENCIL_SIZE);
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result[*found].samples = getFBConfigAttrib(window, fbconfigs[i], EGL_SAMPLES);
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result[*found].samples = getFBConfigAttrib(fbconfigs[i], EGL_SAMPLES);
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result[*found].platformID = (GLFWintptr) getFBConfigAttrib(window, fbconfigs[i], EGL_CONFIG_ID);
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result[*found].platformID = (GLFWintptr) getFBConfigAttrib(fbconfigs[i], EGL_CONFIG_ID);
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(*found)++;
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}
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@ -148,16 +147,16 @@ static void refreshContextParams(_GLFWwindow* window, EGLint fbconfigID)
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// true sounds better than false, so we hardcode true here
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window->accelerated = GL_TRUE;
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window->redBits = getFBConfigAttrib(window, *fbconfig, EGL_RED_SIZE);
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window->greenBits = getFBConfigAttrib(window, *fbconfig, EGL_GREEN_SIZE);
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window->blueBits = getFBConfigAttrib(window, *fbconfig, EGL_BLUE_SIZE);
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window->redBits = getFBConfigAttrib(*fbconfig, EGL_RED_SIZE);
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window->greenBits = getFBConfigAttrib(*fbconfig, EGL_GREEN_SIZE);
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window->blueBits = getFBConfigAttrib(*fbconfig, EGL_BLUE_SIZE);
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window->alphaBits = getFBConfigAttrib(window, *fbconfig, EGL_ALPHA_SIZE);
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window->depthBits = getFBConfigAttrib(window, *fbconfig, EGL_DEPTH_SIZE);
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window->stencilBits = getFBConfigAttrib(window, *fbconfig, EGL_STENCIL_SIZE);
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window->alphaBits = getFBConfigAttrib(*fbconfig, EGL_ALPHA_SIZE);
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window->depthBits = getFBConfigAttrib(*fbconfig, EGL_DEPTH_SIZE);
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window->stencilBits = getFBConfigAttrib(*fbconfig, EGL_STENCIL_SIZE);
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// Get FSAA buffer sample count
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window->samples = getFBConfigAttrib(window, *fbconfig, EGL_SAMPLES);
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window->samples = getFBConfigAttrib(*fbconfig, EGL_SAMPLES);
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}
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@ -173,8 +172,9 @@ static int createContext(_GLFWwindow* window,
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const _GLFWwndconfig* wndconfig,
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EGLint fbconfigID)
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{
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int attribs[40];
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EGLint dummy, index, vid;
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int attribs[40], visMask;
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EGLint dummy, index, vid = 0;
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EGLint red_size, green_size, blue_size, alpha_size;
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EGLConfig fbconfig[_GLFW_EGL_CONFIG_IN];
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EGLContext share = NULL;
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XVisualInfo visTemplate;
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@ -187,7 +187,7 @@ static int createContext(_GLFWwindow* window,
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index = 0;
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setEGLattrib(attribs, index, EGL_CONFIG_ID, fbconfigID);
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setEGLattrib(attribs, index, None, None);
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setEGLattrib(attribs, index, EGL_NONE, EGL_NONE);
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eglChooseConfig(_glfwLibrary.EGL.display,
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attribs,
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@ -204,21 +204,47 @@ static int createContext(_GLFWwindow* window,
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}
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// Retrieve the corresponding visual
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if (!eglGetConfigAttrib(_glfwLibrary.EGL.display, *fbconfig, EGL_NATIVE_VISUAL_ID, &vid)) {
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_glfwSetError(GLFW_PLATFORM_ERROR,
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"X11/EGL: Failed to retrieve visual for EGLConfig");
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return GL_FALSE;
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// NOTE: This is the only non-portable code in this file.
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// Maybe it would not hurt too much to add #ifdefs for different platforms?
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eglGetConfigAttrib(_glfwLibrary.EGL.display, *fbconfig, EGL_NATIVE_VISUAL_ID, &vid);
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// Init visual template
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visTemplate.screen = _glfwLibrary.X11.screen;
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visMask = VisualScreenMask;
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if (vid != 0)
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{
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// The X window visual must match the EGL config
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visTemplate.visualid = vid;
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visMask |= VisualIDMask;
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}
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else
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{
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// some EGL drivers don't implement the EGL_NATIVE_VISUAL_ID
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// attribute, so attempt to find the closest match.
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eglGetConfigAttrib(_glfwLibrary.EGL.display, *fbconfig,
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EGL_RED_SIZE, &red_size);
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eglGetConfigAttrib (_glfwLibrary.EGL.display, *fbconfig,
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EGL_GREEN_SIZE, &green_size);
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eglGetConfigAttrib (_glfwLibrary.EGL.display, *fbconfig,
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EGL_BLUE_SIZE, &blue_size);
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eglGetConfigAttrib (_glfwLibrary.EGL.display, *fbconfig,
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EGL_ALPHA_SIZE, &alpha_size);
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visTemplate.depth = red_size + green_size + blue_size + alpha_size;
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visMask |= VisualDepthMask;
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}
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// The X window visual must match the EGL config
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visTemplate.visualid = vid;
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window->EGL.visual = XGetVisualInfo(_glfwLibrary.X11.display, VisualIDMask, &visTemplate, &dummy);
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// Get X Visual
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window->EGL.visual = XGetVisualInfo(_glfwLibrary.X11.display, visMask, &visTemplate, &dummy);
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if (window->EGL.visual == NULL) {
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_glfwSetError(GLFW_PLATFORM_ERROR,
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"X11/GLX: Failed to retrieve visual for EGLConfig");
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return GL_FALSE;
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}
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index = 0;
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if (wndconfig->glProfile == GLFW_OPENGL_ES2_PROFILE)
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{
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setEGLattrib(attribs, index, EGL_CONTEXT_CLIENT_VERSION, 2);
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@ -242,6 +268,9 @@ static int createContext(_GLFWwindow* window,
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return GL_FALSE;
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}
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// store configuraion
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window->EGL.config = *fbconfig;
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refreshContextParams(window, fbconfigID);
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return GL_TRUE;
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@ -372,11 +401,18 @@ int _glfwCreateContext(_GLFWwindow* window,
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void _glfwDestroyContext(_GLFWwindow* window)
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{
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if (window->EGL.surface)
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{
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// Release and destroy the surface
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eglDestroySurface(_glfwLibrary.EGL.display, window->EGL.surface);
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window->EGL.surface = EGL_NO_SURFACE;
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}
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if (window->EGL.context)
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{
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// Release and destroy the context
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eglMakeCurrent(_glfwLibrary.EGL.display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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window->EGL.context = NULL;
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eglDestroyContext(_glfwLibrary.EGL.display, window->EGL.context);
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window->EGL.context = EGL_NO_CONTEXT;
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}
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}
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@ -389,6 +425,16 @@ void _glfwPlatformMakeContextCurrent(_GLFWwindow* window)
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{
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if (window)
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{
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if (window->EGL.surface == EGL_NO_SURFACE)
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{
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window->EGL.surface = eglCreateWindowSurface(_glfwLibrary.EGL.display,
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window->EGL.config, (EGLNativeWindowType)window->X11.handle, NULL);
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if (window->EGL.surface == EGL_NO_SURFACE)
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{
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_glfwSetError(GLFW_PLATFORM_ERROR,
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"X11/EGL: Failed to create window surface");
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}
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}
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eglMakeCurrent(_glfwLibrary.EGL.display,
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window->EGL.surface,
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window->EGL.surface,
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