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@ -190,7 +190,7 @@ static int createContext(_GLFWwindow* window,
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EGLint fbconfigID)
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{
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int attribs[40], visMask;
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EGLint dummy, index, vid = 0;
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EGLint dummy, index, visualID = 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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@ -223,16 +223,16 @@ static int createContext(_GLFWwindow* window,
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// Retrieve the corresponding visual
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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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eglGetConfigAttrib(_glfwLibrary.EGL.display, *fbconfig, EGL_NATIVE_VISUAL_ID, &visualID);
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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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if (visualID)
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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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visTemplate.visualid = visualID;
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visMask |= VisualIDMask;
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}
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else
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@ -285,7 +285,7 @@ static int createContext(_GLFWwindow* window,
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// TODO: Handle all the various error codes here
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_glfwSetError(GLFW_PLATFORM_ERROR,
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"X11/EGL: Failed to create OpenGL(|ES) context");
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"X11/EGL: Failed to create OpenGL ES context");
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return GL_FALSE;
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}
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@ -361,7 +361,6 @@ int _glfwInitOpenGL(void)
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void _glfwTerminateOpenGL(void)
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{
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// Unload libEGL.so if necessary
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#ifdef _GLFW_DLOPEN_LIBEGL
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if (_glfwLibrary.EGL.libEGL != NULL)
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{
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@ -369,6 +368,7 @@ void _glfwTerminateOpenGL(void)
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_glfwLibrary.EGL.libEGL = NULL;
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}
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#endif
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eglTerminate(_glfwLibrary.EGL.display);
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}
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@ -468,7 +468,7 @@ void _glfwPlatformMakeContextCurrent(_GLFWwindow* window)
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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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"X11/EGL: Failed to create window surface");
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}
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}
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