int WIN_GLES_SetupWindow(_THIS, SDL_Window * window) { /* The current context is lost in here; save it and reset it. */ SDL_WindowData *windowdata = (SDL_WindowData *) window->driverdata; SDL_Window *current_win = SDL_GL_GetCurrentWindow(); SDL_GLContext current_ctx = SDL_GL_GetCurrentContext(); if (_this->egl_data == NULL) { if (SDL_EGL_LoadLibrary(_this, NULL, EGL_DEFAULT_DISPLAY) < 0) { SDL_EGL_UnloadLibrary(_this); return -1; } } /* Create the GLES window surface */ windowdata->egl_surface = SDL_EGL_CreateSurface(_this, (NativeWindowType)windowdata->hwnd); if (windowdata->egl_surface == EGL_NO_SURFACE) { return SDL_SetError("Could not create GLES window surface"); } return WIN_GLES_MakeCurrent(_this, current_win, current_ctx); }
void SDL_EGL_DeleteContext(_THIS, SDL_GLContext context) { EGLContext egl_context = (EGLContext) context; /* Clean up GLES and EGL */ if (!_this->egl_data) { return; } if (!egl_context && egl_context != EGL_NO_CONTEXT) { SDL_EGL_MakeCurrent(_this, NULL, NULL); _this->egl_data->eglDestroyContext(_this->egl_data->egl_display, egl_context); } /* FIXME: This "crappy fix" comes from the X11 code, * it's required so you can create a GLX context, destroy it and create a EGL one */ SDL_EGL_UnloadLibrary(_this); }
void MIR_GL_UnloadLibrary(_THIS) { SDL_EGL_UnloadLibrary(_this); }