本文整理汇总了C++中eglGetConfigAttrib函数的典型用法代码示例。如果您正苦于以下问题:C++ eglGetConfigAttrib函数的具体用法?C++ eglGetConfigAttrib怎么用?C++ eglGetConfigAttrib使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了eglGetConfigAttrib函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: bcm_host_init
void GlContext::create(uint32_t _width, uint32_t _height)
{
# if BX_PLATFORM_RPI
bcm_host_init();
# endif // BX_PLATFORM_RPI
m_eglLibrary = eglOpen();
if (NULL == g_platformData.context)
{
# if BX_PLATFORM_RPI
g_platformData.ndt = EGL_DEFAULT_DISPLAY;
# endif // BX_PLATFORM_RPI
BX_UNUSED(_width, _height);
EGLNativeDisplayType ndt = (EGLNativeDisplayType)g_platformData.ndt;
EGLNativeWindowType nwh = (EGLNativeWindowType )g_platformData.nwh;
# if BX_PLATFORM_WINDOWS
if (NULL == g_platformData.ndt)
{
ndt = GetDC( (HWND)g_platformData.nwh);
}
# endif // BX_PLATFORM_WINDOWS
m_display = eglGetDisplay(ndt);
BGFX_FATAL(m_display != EGL_NO_DISPLAY, Fatal::UnableToInitialize, "Failed to create display %p", m_display);
EGLint major = 0;
EGLint minor = 0;
EGLBoolean success = eglInitialize(m_display, &major, &minor);
BGFX_FATAL(success && major >= 1 && minor >= 3, Fatal::UnableToInitialize, "Failed to initialize %d.%d", major, minor);
BX_TRACE("EGL info:");
const char* clientApis = eglQueryString(m_display, EGL_CLIENT_APIS);
BX_TRACE(" APIs: %s", clientApis); BX_UNUSED(clientApis);
const char* vendor = eglQueryString(m_display, EGL_VENDOR);
BX_TRACE(" Vendor: %s", vendor); BX_UNUSED(vendor);
const char* version = eglQueryString(m_display, EGL_VERSION);
BX_TRACE("Version: %s", version); BX_UNUSED(version);
const char* extensions = eglQueryString(m_display, EGL_EXTENSIONS);
BX_TRACE("Supported EGL extensions:");
dumpExtensions(extensions);
// https://www.khronos.org/registry/EGL/extensions/ANDROID/EGL_ANDROID_recordable.txt
const bool hasEglAndroidRecordable = !bx::findIdentifierMatch(extensions, "EGL_ANDROID_recordable").isEmpty();
EGLint attrs[] =
{
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
# if BX_PLATFORM_ANDROID
EGL_DEPTH_SIZE, 16,
# else
EGL_DEPTH_SIZE, 24,
# endif // BX_PLATFORM_
EGL_STENCIL_SIZE, 8,
// Android Recordable surface
hasEglAndroidRecordable ? 0x3142 : EGL_NONE,
hasEglAndroidRecordable ? 1 : EGL_NONE,
EGL_NONE
};
EGLint numConfig = 0;
success = eglChooseConfig(m_display, attrs, &m_config, 1, &numConfig);
BGFX_FATAL(success, Fatal::UnableToInitialize, "eglChooseConfig");
# if BX_PLATFORM_ANDROID
EGLint format;
eglGetConfigAttrib(m_display, m_config, EGL_NATIVE_VISUAL_ID, &format);
ANativeWindow_setBuffersGeometry( (ANativeWindow*)g_platformData.nwh, _width, _height, format);
# elif BX_PLATFORM_RPI
DISPMANX_DISPLAY_HANDLE_T dispmanDisplay = vc_dispmanx_display_open(0);
DISPMANX_UPDATE_HANDLE_T dispmanUpdate = vc_dispmanx_update_start(0);
VC_RECT_T dstRect = { 0, 0, int32_t(_width), int32_t(_height) };
VC_RECT_T srcRect = { 0, 0, int32_t(_width) << 16, int32_t(_height) << 16 };
DISPMANX_ELEMENT_HANDLE_T dispmanElement = vc_dispmanx_element_add(dispmanUpdate
, dispmanDisplay
, 0
, &dstRect
, 0
, &srcRect
, DISPMANX_PROTECTION_NONE
, NULL
, NULL
, DISPMANX_NO_ROTATE
);
s_dispmanWindow.element = dispmanElement;
s_dispmanWindow.width = _width;
s_dispmanWindow.height = _height;
//.........这里部分代码省略.........
开发者ID:Dagarman,项目名称:mame,代码行数:101,代码来源:glcontext_egl.cpp
示例2: g_initGles
void g_initGles()
{
const EGLint attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_NONE
};
const EGLint attrs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE, };
bwwindow=GetWindow();
bwdisplay=GetDisplay();
LOGE("Got bwdisplay %p", bwdisplay);
LOGE("Got bwwindow %p", bwwindow);
LOGI("Initializing context");
if (bwdisplay != EGL_NO_DISPLAY) {
LOGI("%d", 2222);
}
if (!eglInitialize(bwdisplay, 0, 0)) {
LOGI("eglInitialize() returned error %d", eglGetError());
}
eglBindAPI(EGL_OPENGL_ES_API);
if (!eglChooseConfig(bwdisplay, attribs, &bwconfig, 1, &bwnumConfigs)) {
LOGI("eglChooseConfig() returned error %d", eglGetError());
g_destroyGL();
}
if (!eglGetConfigAttrib(bwdisplay, bwconfig, EGL_NATIVE_VISUAL_ID, &bwformat)) {
LOGI("eglGetConfigAttrib() returned error %d", eglGetError());
g_destroyGL();
}
ANativeWindow_setBuffersGeometry(bwwindow, 0, 0, bwformat);
LOGI("**********pgc1************");
if (!(bwsurface_copy = eglCreateWindowSurface(bwdisplay, bwconfig, bwwindow, 0))) {
LOGI("eglCreateWindowSurface() returned error %d", eglGetError());
// g_destroyGL();
}else{
bwsurface = bwsurface_copy;
}
LOGI("**********pgc2************");
if (!(bwcontext_copy = eglCreateContext(bwdisplay, bwconfig, EGL_NO_CONTEXT, attrs))) {
LOGI("eglCreateContext() returned error %d", eglGetError());
// g_destroyGL();
}else{
bwcontext = bwcontext_copy;
}
if (!eglMakeCurrent(bwdisplay, bwsurface, bwsurface, bwcontext)) {
LOGI("eglMakeCurrent() returned error %d", eglGetError());
// g_destroyGL();
}
if (!eglQuerySurface(bwdisplay, bwsurface, EGL_WIDTH, &bwwidth) ||
!eglQuerySurface(bwdisplay, bwsurface, EGL_HEIGHT, &bwheight)) {
LOGI("eglQuerySurface() returned error %d", eglGetError());
// g_destroyGL();
}
printGLString("Version", GL_VERSION);
printGLString("Vendor", GL_VENDOR);
printGLString("Renderer", GL_RENDERER);
printGLString("Extensions", GL_EXTENSIONS);
glHint( GL_GENERATE_MIPMAP_HINT, GL_NICEST );
glHint( GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES, GL_NICEST );
glEnable( GL_DEPTH_TEST );
glEnable( GL_CULL_FACE );
glDisable( GL_DITHER );
glDepthMask( GL_TRUE );
glDepthFunc( GL_LESS );
glDepthRangef( 0.0f, 1.0f );
glClearDepthf( 1.0f );
glCullFace ( GL_BACK );
glFrontFace( GL_CCW );
glClearStencil( 0 );
glStencilMask( 0xFFFFFFFF );
//绘制三角形
// setupGraphics(1232,800);
// if (bwdisplay) {
// renderFrame();
// if (!eglSwapBuffers(bwdisplay, bwsurface)) {
// LOGE("eglSwapBuffers() returned error %d", eglGetError());
// g_destroyGL();
// }
//
//.........这里部分代码省略.........
开发者ID:hgl888,项目名称:nashtest,代码行数:101,代码来源:GlobalPortingFunction.cpp
示例3: switch
//Changed the constructor to a member function so that the
//native constructor would be called first. This member
//function is then called from the native constructor.
void EGLPBuffer::initEGLPBuffer()
{
// These are now initialized in the native constructors.
// mGLSupport = glsupport;
// mGlDisplay = mGLSupport->getGLDisplay();
mEglDrawable = 0;
::EGLConfig glConfig = 0;
bool isFloat = false;
int bits = 0;
switch (mFormat)
{
case PCT_BYTE:
bits = 8;
break;
case PCT_SHORT:
case PCT_FLOAT16:
bits = 16;
break;
case PCT_FLOAT32:
bits = 32;
break;
default:
break;
}
if (mFormat == PCT_FLOAT16 || mFormat == PCT_FLOAT32)
{
OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED,
"No support for Floating point PBuffers",
"EGLRenderTexture::initEGLPBuffer");
}
EGLint minAttribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT | EGL_PBUFFER_BIT,
EGL_DEPTH_SIZE, 16,
EGL_NONE
};
EGLint maxAttribs[] = {
EGL_RED_SIZE, bits,
EGL_GREEN_SIZE, bits,
EGL_BLUE_SIZE, bits,
EGL_ALPHA_SIZE, bits,
EGL_STENCIL_SIZE, INT_MAX,
EGL_NONE
};
EGLint pBufferAttribs[] = {
// First we specify the width of the surface...
EGL_WIDTH, mWidth,
// ...then the height of the surface...
EGL_HEIGHT, mHeight,
/* ... then we specifiy the target for the texture
that will be created when the pbuffer is created...*/
EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
/*..then the format of the texture that will be created
when the pBuffer is bound to a texture...*/
EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGB,
// The final thing is EGL_NONE which signifies the end.
EGL_NONE
};
glConfig = mGLSupport->selectGLConfig(minAttribs, maxAttribs);
EGL_CHECK_ERROR;
mEglDrawable = eglCreatePbufferSurface(mGlDisplay, glConfig, pBufferAttribs);
EGL_CHECK_ERROR;
if (!glConfig || !mEglDrawable)
{
OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR,
"Unable to create Pbuffer",
"EGLPBuffer::EGLPBuffer");
}
EGLint glConfigID;
EGLint iWidth, iHeight;
eglGetConfigAttrib(mGlDisplay, glConfig, EGL_CONFIG_ID, &glConfigID);
EGL_CHECK_ERROR;
eglQuerySurface(mGlDisplay, mEglDrawable, EGL_WIDTH, &iWidth);
EGL_CHECK_ERROR;
eglQuerySurface(mGlDisplay, mEglDrawable, EGL_HEIGHT, &iHeight);
EGL_CHECK_ERROR;
mWidth = iWidth;
mHeight = iHeight;
LogManager::getSingleton().logMessage(LML_NORMAL, "EGLPBuffer::create used final dimensions " + StringConverter::toString(mWidth) + " x " + StringConverter::toString(mHeight));
LogManager::getSingleton().logMessage("EGLPBuffer::create used FBConfigID " + StringConverter::toString(glConfigID));
}
开发者ID:Strongc,项目名称:game-ui-solution,代码行数:100,代码来源:OgreEGLRenderTexture.cpp
示例4: getConfigAttrib
// Returns the specified attribute of the specified EGLConfig
//
static int getConfigAttrib(EGLConfig config, int attrib)
{
int value;
eglGetConfigAttrib(_glfw.egl.display, config, attrib, &value);
return value;
}
开发者ID:jayschwa,项目名称:glfw,代码行数:8,代码来源:egl_context.c
示例5: eglGetConfigAttrib
VisualID QXlibEglIntegration::getCompatibleVisualId(Display *display, EGLDisplay eglDisplay, EGLConfig config)
{
VisualID visualId = 0;
EGLint eglValue = 0;
EGLint configRedSize = 0;
eglGetConfigAttrib(eglDisplay, config, EGL_RED_SIZE, &configRedSize);
EGLint configGreenSize = 0;
eglGetConfigAttrib(eglDisplay, config, EGL_GREEN_SIZE, &configGreenSize);
EGLint configBlueSize = 0;
eglGetConfigAttrib(eglDisplay, config, EGL_BLUE_SIZE, &configBlueSize);
EGLint configAlphaSize = 0;
eglGetConfigAttrib(eglDisplay, config, EGL_ALPHA_SIZE, &configAlphaSize);
eglGetConfigAttrib(eglDisplay, config, EGL_CONFIG_ID, &eglValue);
int configId = eglValue;
// See if EGL provided a valid VisualID:
eglGetConfigAttrib(eglDisplay, config, EGL_NATIVE_VISUAL_ID, &eglValue);
visualId = (VisualID)eglValue;
if (visualId) {
// EGL has suggested a visual id, so get the rest of the visual info for that id:
XVisualInfo visualInfoTemplate;
memset(&visualInfoTemplate, 0, sizeof(XVisualInfo));
visualInfoTemplate.visualid = visualId;
XVisualInfo *chosenVisualInfo;
int matchingCount = 0;
chosenVisualInfo = XGetVisualInfo(display, VisualIDMask, &visualInfoTemplate, &matchingCount);
if (chosenVisualInfo) {
// Skip size checks if implementation supports non-matching visual
// and config (QTBUG-9444).
if (q_hasEglExtension(eglDisplay,"EGL_NV_post_convert_rounding")) {
XFree(chosenVisualInfo);
return visualId;
}
int visualRedSize = qPopulationCount(chosenVisualInfo->red_mask);
int visualGreenSize = qPopulationCount(chosenVisualInfo->green_mask);
int visualBlueSize = qPopulationCount(chosenVisualInfo->blue_mask);
int visualAlphaSize = chosenVisualInfo->depth == 32 ? 8 : 0;
const bool visualMatchesConfig = visualRedSize == configRedSize
&& visualGreenSize == configGreenSize
&& visualBlueSize == configBlueSize
&& visualAlphaSize == configAlphaSize;
// In some cases EGL tends to suggest a 24-bit visual for 8888
// configs. In such a case we have to fall back to XGetVisualInfo.
if (!visualMatchesConfig) {
visualId = 0;
#ifdef QT_DEBUG_X11_VISUAL_SELECTION
qWarning("Warning: EGL suggested using X Visual ID %d (%d %d %d depth %d) for EGL config %d (%d %d %d %d), but this is incompatible",
(int)visualId, visualRedSize, visualGreenSize, visualBlueSize, chosenVisualInfo->depth,
configId, configRedSize, configGreenSize, configBlueSize, configAlphaSize);
#endif
}
} else {
qWarning("Warning: EGL suggested using X Visual ID %d for EGL config %d, but that isn't a valid ID",
(int)visualId, configId);
visualId = 0;
}
XFree(chosenVisualInfo);
}
#ifdef QT_DEBUG_X11_VISUAL_SELECTION
else
qDebug("EGL did not suggest a VisualID (EGL_NATIVE_VISUAL_ID was zero) for EGLConfig %d", configId);
#endif
if (visualId) {
#ifdef QT_DEBUG_X11_VISUAL_SELECTION
if (configAlphaSize > 0)
qDebug("Using ARGB Visual ID %d provided by EGL for config %d", (int)visualId, configId);
else
qDebug("Using Opaque Visual ID %d provided by EGL for config %d", (int)visualId, configId);
#endif
return visualId;
}
// Finally, try to use XGetVisualInfo and only use the bit depths to match on:
if (!visualId) {
XVisualInfo visualInfoTemplate;
memset(&visualInfoTemplate, 0, sizeof(XVisualInfo));
XVisualInfo *matchingVisuals;
int matchingCount = 0;
visualInfoTemplate.depth = configRedSize + configGreenSize + configBlueSize + configAlphaSize;
matchingVisuals = XGetVisualInfo(display,
VisualDepthMask,
&visualInfoTemplate,
&matchingCount);
if (!matchingVisuals) {
// Try again without taking the alpha channel into account:
visualInfoTemplate.depth = configRedSize + configGreenSize + configBlueSize;
matchingVisuals = XGetVisualInfo(display,
VisualDepthMask,
&visualInfoTemplate,
//.........这里部分代码省略.........
开发者ID:venkatarajasekhar,项目名称:Qt,代码行数:101,代码来源:qxlibeglintegration.cpp
示例6: InitLocal
static DFBResult
InitLocal( AndroidData *android )
{
/*
* 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
*/
const EGLint attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_NATIVE_VISUAL_ID, HAL_PIXEL_FORMAT_RGBA_8888, // DSPF_ARGB
EGL_NONE
};
static const EGLint ctx_attribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
EGLint w, h, dummy, format;
EGLint numConfigs;
EGLConfig config;
EGLSurface surface;
EGLContext context;
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(display, 0, 0);
/* 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(display, 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(display, config, EGL_NATIVE_VISUAL_ID, &format);
ANativeWindow_setBuffersGeometry( native_data.app->window, 0, 0, format);
// ANativeActivity_setWindowFlags( native_data.app->window, AWINDOW_FLAG_FULLSCREEN | AWINDOW_FLAG_KEEP_SCREEN_ON , 0 );
surface = eglCreateWindowSurface(display, config, native_data.app->window, NULL);
context = eglCreateContext(display, config, NULL, ctx_attribs);
if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) {
LOGW("Unable to eglMakeCurrent");
return -1;
}
eglQuerySurface(display, surface, EGL_WIDTH, &w);
eglQuerySurface(display, surface, EGL_HEIGHT, &h);
android->dpy = display;
android->ctx = context;
android->surface = surface;
android->shared->screen_size.w = w;
android->shared->screen_size.h = h;
if (strstr(glGetString(GL_RENDERER),"SGX"))
android->shared->native_pixelformat = HAL_PIXEL_FORMAT_RGBA_8888; //ANativeWindow_getFormat(native_data.app->window);
else
android->shared->native_pixelformat = ANativeWindow_getFormat(native_data.app->window);
// Initialize GL state.
// glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glEnable(GL_CULL_FACE);
// glShadeModel(GL_SMOOTH);
glDisable(GL_DEPTH_TEST);
// Just fill the screen with a color.
glClearColor( .5, .5, .5, 1 );
glClear( GL_COLOR_BUFFER_BIT );
eglSwapBuffers( android->dpy, android->surface );
return DFB_OK;
}
开发者ID:lelou6666,项目名称:DirectFB-1.6.3-ab,代码行数:87,代码来源:android_system.c
示例7: eglGetDisplay
//.........这里部分代码省略.........
{
// Try lowering the MSAA sample size until we find a supported config
int sampleCount = samples;
while (sampleCount)
{
Log::GetLog()->Printf(Log::WARNING_CHN,"No EGL config found for depth_size=%d and samples=%d. Trying samples=%d instead.", depthSizes[i], sampleCount, sampleCount / 2);
sampleCount /= 2;
eglConfigAttrs[1] = sampleCount > 0 ? 1 : 0;
eglConfigAttrs[3] = sampleCount;
if (eglChooseConfig(__eglDisplay, eglConfigAttrs, &__eglConfig, 1, &eglConfigCount) == EGL_TRUE && eglConfigCount > 0)
{
validConfig = true;
break;
}
}
__multiSampling = sampleCount > 0;
if (validConfig)
break;
}
else
{
Log::GetLog()->Printf(Log::WARNING_CHN,"No EGL config found for depth_size=%d.", depthSizes[i]);
}
}
if (!validConfig)
{
checkErrorEGL("eglChooseConfig");
return;
}else
Log::GetLog()->Printf(Log::DBG_CHN,"eglChooseConfig");
__eglContext = eglCreateContext(__eglDisplay, __eglConfig, EGL_NO_CONTEXT, eglContextAttrs);
if (__eglContext == EGL_NO_CONTEXT)
{
checkErrorEGL("eglCreateContext");
return;
}
else
Log::GetLog()->Printf(Log::DBG_CHN,"eglCreateContext");
}
// 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 format;
eglGetConfigAttrib(__eglDisplay, __eglConfig, EGL_NATIVE_VISUAL_ID, &format);
Log::GetLog()->Printf(Log::DBG_CHN,"state addr=%d.",OS::state__);
Log::GetLog()->Printf(Log::DBG_CHN,"wnd addr=%d.",OS::state__->window);
ANativeWindow_setBuffersGeometry(OS::state__->window, 0, 0, format);
__eglSurface = eglCreateWindowSurface(__eglDisplay, __eglConfig, OS::state__->window, eglSurfaceAttrs);
if (__eglSurface == EGL_NO_SURFACE)
{
checkErrorEGL("eglCreateWindowSurface");
return;
}
else
Log::GetLog()->Printf(Log::DBG_CHN,"eglCreateWindowSurface");
if (eglMakeCurrent(__eglDisplay, __eglSurface, __eglSurface, __eglContext) != EGL_TRUE)
{
checkErrorEGL("eglMakeCurrent");
return;
}
else
Log::GetLog()->Printf(Log::DBG_CHN,"eglMakeCurrent");
EGLint szx = RenderConfig::GetInstance().back_buffer_sizex_;
EGLint szy = RenderConfig::GetInstance().back_buffer_sizey_;
eglQuerySurface(__eglDisplay, __eglSurface, EGL_WIDTH, &szx);
eglQuerySurface(__eglDisplay, __eglSurface, EGL_HEIGHT, &szy);
Log::GetLog()->Printf(Log::SYS_CHN, "target device width(%d),heigh(%d)",szx,szy);
mainwnd->width_ = szx;
mainwnd->height_ = szy;
// Set vsync.
eglSwapInterval(__eglDisplay, 1);
// Initialize OpenGL ES extensions.
_loadExtentions();
if (_checkExtention("GL_OES_vertex_array_object") || _checkExtention("GL_ARB_vertex_array_object"))
{
// Disable VAO extension for now.
glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArrays");
glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES");
glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES");
if (glBindVertexArray)
{
Log::GetLog()->Printf(Log::SYS_CHN,"using vao");
}
}
Log::GetLog()->Printf(Log::SYS_CHN, "gles device created");
OS::state__->onAppCmd =engine_handle_cmd;
OS::state__->onInputEvent =engine_handle_input;
}
开发者ID:Garfield-Chen,项目名称:tng,代码行数:101,代码来源:gles_android.cpp
示例8: engine_init_display
/**
* Initialize an EGL context for the current display.
*/
static int engine_init_display(struct engine* engine)
{
// initialize OpenGL ES and EGL
/*
* 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
*/
const EGLint attribs[] =
{
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_NONE
};
EGLint w, h, dummy, format;
EGLint numConfigs;
EGLConfig config;
EGLSurface surface;
EGLContext context;
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(display, 0, 0);
/* 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(display, 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(display, config, EGL_NATIVE_VISUAL_ID, &format);
ANativeWindow_setBuffersGeometry(engine->app->window, 0, 0, format);
surface = eglCreateWindowSurface(display, config, engine->app->window, NULL);
context = eglCreateContext(display, config, NULL, NULL);
if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE)
{
LOGI("Unable to eglMakeCurrent");
return -1;
}
eglQuerySurface(display, surface, EGL_WIDTH, &w);
eglQuerySurface(display, surface, EGL_HEIGHT, &h);
engine->display = display;
engine->context = context;
engine->surface = surface;
engine->width = w;
engine->height = h;
engine->state.angle = 0;
// Initialize GL state.
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glEnable(GL_CULL_FACE);
glShadeModel(GL_SMOOTH);
glDisable(GL_DEPTH_TEST);
return 0;
}
开发者ID:JamesLinus,项目名称:nui3,代码行数:70,代码来源:my_native_code.cpp
示例9: qgetenv
void QEglFSScreen::createAndSetPlatformContext()
{
QPlatformWindowFormat platformFormat = QPlatformWindowFormat::defaultFormat();
platformFormat.setWindowApi(QPlatformWindowFormat::OpenGL);
QByteArray depthString = qgetenv("QT_QPA_EGLFS_DEPTH");
if (depthString.toInt() == 16) {
platformFormat.setDepth(16);
platformFormat.setRedBufferSize(5);
platformFormat.setGreenBufferSize(6);
platformFormat.setBlueBufferSize(5);
m_depth = 16;
m_format = QImage::Format_RGB16;
} else {
platformFormat.setDepth(32);
platformFormat.setRedBufferSize(8);
platformFormat.setGreenBufferSize(8);
platformFormat.setBlueBufferSize(8);
m_depth = 32;
m_format = QImage::Format_RGB32;
}
if (!qgetenv("QT_QPA_EGLFS_MULTISAMPLE").isEmpty()) {
platformFormat.setSampleBuffers(true);
}
EGLConfig config = q_configFromQPlatformWindowFormat(m_dpy, platformFormat);
EGLNativeWindowType eglWindow = 0;
#ifdef Q_OPENKODE
if (kdInitializeNV() == KD_ENOTINITIALIZED) {
qFatal("Did not manage to initialize openkode");
}
KDWindow *window = kdCreateWindow(m_dpy,config,0);
kdRealizeWindow(window,&eglWindow);
#endif
m_surface = eglCreateWindowSurface(m_dpy, config, eglWindow, NULL);
if (m_surface == EGL_NO_SURFACE) {
qWarning("Could not create the egl surface: error = 0x%x\n", eglGetError());
eglTerminate(m_dpy);
qFatal("EGL error");
}
// qWarning("Created surface %dx%d\n", w, h);
#ifdef QEGL_EXTRA_DEBUG
qWarning("Configuration %d matches requirements\n", (int)config);
for (index = 0; attrs[index].attr != -1; ++index) {
EGLint value;
if (eglGetConfigAttrib(m_dpy, config, attrs[index].attr, &value)) {
qWarning("\t%s: %d\n", attrs[index].name, (int)value);
}
}
qWarning("\n");
#endif
EGLint temp;
EGLint attribList[32];
temp = 0;
attribList[temp++] = EGL_CONTEXT_CLIENT_VERSION;
attribList[temp++] = 2; // GLES version 2
attribList[temp++] = EGL_NONE;
QEGLPlatformContext *platformContext = new QEGLPlatformContext(m_dpy,config,attribList,m_surface,EGL_OPENGL_ES_API);
m_platformContext = platformContext;
EGLint w,h; // screen size detection
eglQuerySurface(m_dpy, m_surface, EGL_WIDTH, &w);
eglQuerySurface(m_dpy, m_surface, EGL_HEIGHT, &h);
m_geometry = QRect(0,0,w,h);
}
开发者ID:RS102839,项目名称:qt,代码行数:78,代码来源:qeglfsscreen.cpp
示例10: eglGetDisplay
bool SkOSWindow::attach(SkBackEndTypes attachType,
int /*msaaSampleCount*/,
bool /*deepColor*/
AttachmentInfo* info) {
static const EGLint kEGLContextAttribsForOpenGL[] = {
EGL_NONE
};
static const EGLint kEGLContextAttribsForOpenGLES[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
static const struct {
const EGLint* fContextAttribs;
EGLenum fAPI;
EGLint fRenderableTypeBit;
} kAPIs[] = {
{ // OpenGL
kEGLContextAttribsForOpenGL,
EGL_OPENGL_API,
EGL_OPENGL_BIT,
},
{ // OpenGL ES. This seems to work for both ES2 and 3 (when available).
kEGLContextAttribsForOpenGLES,
EGL_OPENGL_ES_API,
EGL_OPENGL_ES2_BIT,
},
};
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (EGL_NO_DISPLAY == display) {
return false;
}
EGLint majorVersion;
EGLint minorVersion;
if (!eglInitialize(display, &majorVersion, &minorVersion)) {
return false;
}
for (size_t api = 0; api < SK_ARRAY_COUNT(kAPIs); ++api) {
if (!eglBindAPI(kAPIs[api].fAPI)) {
continue;
}
#if 0
SkDebugf("VENDOR: %s\n", eglQueryString(fDisplay, EGL_VENDOR));
SkDebugf("APIS: %s\n", eglQueryString(fDisplay, EGL_CLIENT_APIS));
SkDebugf("VERSION: %s\n", eglQueryString(fDisplay, EGL_VERSION));
SkDebugf("EXTENSIONS %s\n", eglQueryString(fDisplay, EGL_EXTENSIONS));
#endif
const EGLint configAttribs[] = {
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_RENDERABLE_TYPE, kAPIs[api].fRenderableTypeBit,
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_NONE
};
EGLint format;
EGLint numConfigs;
EGLConfig config;
EGLSurface surface;
EGLContext context;
/* 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 */
if (!eglChooseConfig(display, configAttribs, &config, 1, &numConfigs) ||
numConfigs != 1) {
continue;
}
/* 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. */
if (!eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format)) {
continue;
}
ANativeWindow_setBuffersGeometry(fNativeWindow, 0, 0, format);
surface = eglCreateWindowSurface(display, config, fNativeWindow, nullptr);
if (EGL_NO_SURFACE == surface) {
SkDebugf("eglCreateWindowSurface failed. EGL Error: 0x%08x\n", eglGetError());
continue;
}
context = eglCreateContext(display, config, nullptr, kAPIs[api].fContextAttribs);
if (EGL_NO_CONTEXT == context) {
SkDebugf("eglCreateContext failed. EGL Error: 0x%08x\n", eglGetError());
eglDestroySurface(display, surface);
continue;
}
if (!eglMakeCurrent(display, surface, surface, context)) {
SkDebugf("eglMakeCurrent failed. EGL Error: 0x%08x\n", eglGetError());
//.........这里部分代码省略.........
开发者ID:kyawkyaw,项目名称:skia,代码行数:101,代码来源:SkOSWindow_AndroidNative.cpp
示例11: eglGetDisplay
bool Game::InitDisplay()
{
/*
* 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
*/
const EGLint attribs[] =
{
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_DEPTH_SIZE, 24,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, //Maybe EGL_CONFORMANT for windows and Android?
EGL_NONE
};
EGLint attrib_list[]= { EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, 0,
EGL_NONE};
EGLint w, h, format;
EGLint numConfigs;
EGLConfig config[64];
EGLSurface surface;
EGLContext context;
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
int maj;
int min;
eglInitialize(display, &maj, &min);
Log::Debug("EGLInitialise", "EGL Major:%d Minor:%d", maj, min);
/* 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(display, attribs, &config[0], 64, &numConfigs);
for(int i = 0; i < numConfigs; i++)
{
int val[1];
eglGetConfigAttrib(display, config[i], EGL_CONFORMANT, &val[0]);
Log::Debug("EGLInitialise", "EGL_CONFORMANT: %d", val[0]);
Log::Debug("EGLInitialise", "GL2: %d", val[0] & EGL_OPENGL_ES2_BIT);
Log::Debug("EGLInitialise", "GL1: %d", val[0] & EGL_OPENGL_ES_BIT);
}
if(numConfigs == 0)
{
Log::Error("EGLInitialise", "No EGL configs were returned.");
return true;
}
/* 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(display, config[0], EGL_NATIVE_VISUAL_ID, &format);
#ifdef ANDROID
ANativeWindow_setBuffersGeometry(mDisplay.app->window, 0, 0, format); //TODO!
surface = eglCreateWindowSurface(display, config[0], mDisplay.app->window, NULL);
#endif
#ifdef _WIN32
mDisplay.WindowHandle = create_window(mDisplay.Width, mDisplay.Height);
surface = EGL_CHECK(eglCreateWindowSurface(display, config[0], (EGLNativeWindowType)mDisplay.WindowHandle, NULL));
#endif
#ifdef __QNX__
int screen_format = SCREEN_FORMAT_RGBX8888;
int usage = SCREEN_USAGE_OPENGL_ES2 | SCREEN_USAGE_ROTATION;
int screen_resolution[2];
screen_display_mode_t screen_mode;
int size[2];
int angle = std::atoi(std::getenv("ORIENTATION"));
screen_create_window(&mDisplay.qnx_screen_win, mDisplay.qnx_screen_context);
screen_set_window_property_iv(mDisplay.qnx_screen_win, SCREEN_PROPERTY_FORMAT, &screen_format);
screen_set_window_property_iv(mDisplay.qnx_screen_win, SCREEN_PROPERTY_USAGE, &usage);
screen_get_window_property_pv(mDisplay.qnx_screen_win, SCREEN_PROPERTY_DISPLAY, (void **)&mDisplay.qnx_screen_disp);
screen_get_display_property_iv(mDisplay.qnx_screen_disp, SCREEN_PROPERTY_SIZE, screen_resolution);
screen_get_display_property_pv(mDisplay.qnx_screen_disp, SCREEN_PROPERTY_MODE, (void**)&screen_mode);
screen_get_window_property_iv(mDisplay.qnx_screen_win, SCREEN_PROPERTY_BUFFER_SIZE, size);
int buffer_size[2] = {size[0], size[1]};
if ((angle == 0) || (angle == 180)) {
if (((screen_mode.width > screen_mode.height) && (size[0] < size[1])) ||
((screen_mode.width < screen_mode.height) && (size[0] > size[1]))) {
buffer_size[1] = size[0];
buffer_size[0] = size[1];
}
} else if ((angle == 90) || (angle == 270)){
if (((screen_mode.width > screen_mode.height) && (size[0] > size[1])) ||
((screen_mode.width < screen_mode.height && size[0] < size[1]))) {
buffer_size[1] = size[0];
buffer_size[0] = size[1];
//.........这里部分代码省略.........
开发者ID:danishcake,项目名称:CrossPlatformDefense,代码行数:101,代码来源:Game.cpp
示例12: startDriver
void
startDriver() {
x_dpy = XOpenDisplay(NULL);
if (!x_dpy) {
fprintf(stderr, "XOpenDisplay failed\n");
exit(1);
}
e_dpy = eglGetDisplay(x_dpy);
if (!e_dpy) {
fprintf(stderr, "eglGetDisplay failed: %s\n", eglGetErrorStr());
exit(1);
}
EGLint e_major, e_minor;
if (!eglInitialize(e_dpy, &e_major, &e_minor)) {
fprintf(stderr, "eglInitialize failed: %s\n", eglGetErrorStr());
exit(1);
}
if (!eglBindAPI(EGL_OPENGL_ES_API)) {
fprintf(stderr, "eglBindAPI failed: %s\n", eglGetErrorStr());
exit(1);
}
static const EGLint attribs[] = {
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_DEPTH_SIZE, 16,
EGL_CONFIG_CAVEAT, EGL_NONE,
EGL_NONE
};
EGLint num_configs;
if (!eglChooseConfig(e_dpy, attribs, &e_config, 1, &num_configs)) {
fprintf(stderr, "eglChooseConfig failed: %s\n", eglGetErrorStr());
exit(1);
}
EGLint vid;
if (!eglGetConfigAttrib(e_dpy, e_config, EGL_NATIVE_VISUAL_ID, &vid)) {
fprintf(stderr, "eglGetConfigAttrib failed: %s\n", eglGetErrorStr());
exit(1);
}
XVisualInfo visTemplate;
visTemplate.visualid = vid;
int num_visuals;
x_visual_info = XGetVisualInfo(x_dpy, VisualIDMask, &visTemplate, &num_visuals);
if (!x_visual_info) {
fprintf(stderr, "XGetVisualInfo failed\n");
exit(1);
}
x_root = RootWindow(x_dpy, DefaultScreen(x_dpy));
x_colormap = XCreateColormap(x_dpy, x_root, x_visual_info->visual, AllocNone);
if (!x_colormap) {
fprintf(stderr, "XCreateColormap failed\n");
exit(1);
}
static const EGLint ctx_attribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 3,
EGL_NONE
};
e_ctx = eglCreateContext(e_dpy, e_config, EGL_NO_CONTEXT, ctx_attribs);
if (!e_ctx) {
fprintf(stderr, "eglCreateContext failed: %s\n", eglGetErrorStr());
exit(1);
}
wm_delete_window = XInternAtom(x_dpy, "WM_DELETE_WINDOW", False);
wm_protocols = XInternAtom(x_dpy, "WM_PROTOCOLS", False);
wm_take_focus= XInternAtom(x_dpy, "WM_TAKE_FOCUS", False);
const int key_lo = 8;
const int key_hi = 255;
int keysyms_per_keycode;
KeySym *keysyms = XGetKeyboardMapping(x_dpy, key_lo, key_hi-key_lo+1, &keysyms_per_keycode);
if (keysyms_per_keycode < 2) {
fprintf(stderr, "XGetKeyboardMapping returned too few keysyms per keycode: %d\n", keysyms_per_keycode);
exit(1);
}
int k;
for (k = key_lo; k <= key_hi; k++) {
onKeysym(k,
keysyms[(k-key_lo)*keysyms_per_keycode + 0],
keysyms[(k-key_lo)*keysyms_per_keycode + 1]);
}
}
开发者ID:destenson,项目名称:keybase--client,代码行数:88,代码来源:x11.c
示例13: engine_init_display
// EGL初期化
static int engine_init_display(struct engine* engine) {
EGLint w, h, dummy, format;
EGLint numConfigs;
EGLConfig config;
EGLSurface surface;
EGLContext context;
// 有効にするEGLパラメータ
const EGLint attribs[] =
{
// サーフェイスのタイプを指定(ダブルバッファを利用するのでEGL_WINDOW_BIT)
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
// 青が利用する最小フレームサイズ(単位はbit)
EGL_BLUE_SIZE, 8,
// 緑が利用する最小フレームサイズ(単位はbit)
EGL_GREEN_SIZE, 8,
// 赤が利用する最小フレームサイズ(単位はbit)
EGL_RED_SIZE, 8,
// デプスバッファとして確保するサイズ(単位はbit)
EGL_DEPTH_SIZE, 16,
// 終端
EGL_NONE };
// EGLディスプレイコネクションを取得
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
// EGLディスプレイコネクション初期化
eglInitialize(display, 0, 0);
// 条件に合ったEGLフレームバッファ設定のリストを返す
eglChooseConfig(display, attribs, &config, 1, &numConfigs);
// EGLフレームバッファ設定の情報を取得
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format);
// NativeActivityへバッファを設定
ANativeWindow_setBuffersGeometry(engine->app->window, 0, 0, format);
// EGLウィンドウサーフェイスの取得
surface = eglCreateWindowSurface(display, config, engine->app->window,
NULL);
// EGLレンダリングコンテキストの取得
context = eglCreateContext(display, config, NULL, NULL);
// EGLレンダリングコンテキストをEGLサーフェイスにアタッチする
if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) {
LOGW("Unable to eglMakeCurrent");
return -1;
}
// 画面解像度取得
eglQuerySurface(display, surface, EGL_WIDTH, &w);
eglQuerySurface(display, surface, EGL_HEIGHT, &h);
// EGL関連データの保存
engine->display = display;
engine->context = context;
engine->surface = surface;
// 画面解像度の保存
engine->width = w;
engine->height = h;
// 初期値設定
int j;
for (j = 0; j < 3; j++){
engine->angle[j] = 0;
}
// 立方体表示の初期化
initCube(engine);
return 0;
}
开发者ID:fukusyo,项目名称:NDKBook_2nd,代码行数:70,代码来源:main.c
示例14: eglGetPlatformDisplayEXT
bool EGLWindow::initializeGL(OSWindow *osWindow)
{
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(eglGetProcAddress("eglGetPlatformDisplayEXT"));
if (!eglGetPlatformDisplayEXT)
{
return false;
}
std::vector<EGLint> displayAttributes;
displayAttributes.push_back(EGL_PLATFORM_ANGLE_TYPE_ANGLE);
displayAttributes.push_back(mPlatform.renderer);
displayAttributes.push_back(EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE);
displayAttributes.push_back(mPlatform.majorVersion);
displayAttributes.push_back(EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE);
displayAttributes.push_back(mPlatform.minorVersion);
if (mPlatform.deviceType != EGL_DONT_CARE)
{
displayAttributes.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE);
displayAttributes.push_back(mPlatform.deviceType);
}
displayAttributes.push_back(EGL_NONE);
mDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, osWindow->getNativeDisplay(), &displayAttributes[0]);
if (mDisplay == EGL_NO_DISPLAY)
{
destroyGL();
return false;
}
EGLint majorVersion, minorVersion;
if (eglInitialize(mDisplay, &majorVersion, &minorVersion) == EGL_FALSE)
{
destroyGL();
return false;
}
eglBindAPI(EGL_OPENGL_ES_API);
if (eglGetError() != EGL_SUCCESS)
{
destroyGL();
return false;
}
const EGLint configAttributes[] =
{
EGL_RED_SIZE, (mRedBits >= 0) ? mRedBits : EGL_DONT_CARE,
EGL_GREEN_SIZE, (mGreenBits >= 0) ? mGreenBits : EGL_DONT_CARE,
EGL_BLUE_SIZE, (mBlueBits >= 0) ? mBlueBits : EGL_DONT_CARE,
EGL_ALPHA_SIZE, (mAlphaBits >= 0) ? mAlphaBits : EGL_DONT_CARE,
EGL_DEPTH_SIZE, (mDepthBits >= 0) ? mDepthBits : EGL_DONT_CARE,
EGL_STENCIL_SIZE, (mStencilBits >= 0) ? mStencilBits : EGL_DONT_CARE,
EGL_SAMPLE_BUFFERS, mMultisample ? 1 : 0,
EGL_NONE
};
EGLint configCount;
if (!eglChooseConfig(mDisplay, configAttributes, &mConfig, 1, &configCount) || (configCount != 1))
{
destroyGL();
return false;
}
eglGetConfigAttrib(mDisplay, mConfig, EGL_RED_SIZE, &mRedBits);
eglGetConfigAttrib(mDisplay, mConfig, EGL_GREEN_SIZE, &mGreenBits);
eglGetConfigAttrib(mDisplay, mConfig, EGL_BLUE_SIZE, &mBlueBits);
eglGetConfigAttrib(mDisplay, mConfig, EGL_ALPHA_SIZE, &mBlueBits);
eglGetConfigAttrib(mDisplay, mConfig, EGL_DEPTH_SIZE, &mDepthBits);
eglGetConfigAttrib(mDisplay, mConfig, EGL_STENCIL_SIZE, &mStencilBits);
std::vector<EGLint> surfaceAttributes;
if (strstr(eglQueryString(mDisplay, EGL_EXTENSIONS), "EGL_NV_post_sub_buffer") != nullptr)
{
surfaceAttributes.push_back(EGL_POST_SUB_BUFFER_SUPPORTED_NV);
surfaceAttributes.push_back(EGL_TRUE);
}
surfaceAttributes.push_back(EGL_NONE);
mSurface = eglCreateWindowSurface(mDisplay, mConfig, osWindow->getNativeWindow(), &surfaceAttributes[0]);
if (eglGetError() != EGL_SUCCESS)
{
destroyGL();
return false;
}
ASSERT(mSurface != EGL_NO_SURFACE);
EGLint contextAttibutes[] =
{
EGL_CONTEXT_CLIENT_VERSION, mClientVersion,
EGL_NONE
};
mContext = eglCreateContext(mDisplay, mConfig, NULL, contextAttibutes);
if (eglGetError() != EGL_SUCCESS)
{
destroyGL();
return false;
}
//.........这里部分代码省略.........
开发者ID:mariospr,项目名称:chromium-browser,代码行数:101,代码来源:EGLWindow.cpp
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