void EglDisplayImpl::Initialize() { Mutex::Autolock mutex(&lock_); if (initialized_) { return; } window_ = Native::CreateNativeWindow(); LOG_ALWAYS_FATAL_IF(!window_, "Could not create native window."); EGLConfig cfg = NULL; for (ConfigSet::iterator it = configs_.begin(); it != configs_.end(); ++it) { const EGLint r = it->GetValue(EGL_RED_SIZE); const EGLint g = it->GetValue(EGL_GREEN_SIZE); const EGLint b = it->GetValue(EGL_BLUE_SIZE); if (r > 0 && g > 0 && b > 0) { cfg = it->GetKey(); break; } } EGLint err = 0; global_context_ = EglContextImpl::Create(kDefaultDisplay, cfg, NULL, 2, &err); // Bind the window surface here in order for the compositor to be associated // with the correct context. (The compositor associates itself to the first // surface that is bound.) ContextPtr ctx = contexts_.Get(global_context_); Native::BindNativeWindow(window_, ctx->GetNativeContext()); // Force the GlesContext owned by the global context to be initialized at // least once. EglThreadInfo& info = EglThreadInfo::GetInstance(); info.SetCurrentContext(ctx); ctx->GetGlesContext()->OnMakeCurrent(); info.SetCurrentContext(ContextPtr()); initialized_ = true; }
void EglDisplayImpl::DrawFullscreenQuadLocked(GLuint texture, bool flip_v) { ContextPtr ctx = contexts_.Get(global_context_); ctx->GetGlesContext()->DrawFullscreenQuad(texture, flip_v); }