Create window surface and add fallback for visual info retival

This commit is contained in:
Cloudef 2012-04-25 09:35:47 +03:00 committed by Jari Vetoniemi
parent e06515eaa0
commit 478eac2fe0

View File

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