EGLAPI EGLContext EGLAPIENTRY eglGetCurrentContext(void) { ThreadInfo* thread = getThreadInfo(); EglDisplay* dpy = static_cast<EglDisplay*>(thread->eglDisplay); ContextPtr ctx = thread->eglContext; if(dpy && ctx.Ptr()){ // This double check is required because a context might still be current after it is destroyed - in which case // its handle should be invalid, that is EGL_NO_CONTEXT should be returned even though the context is current EGLContext c = (EGLContext)SafePointerFromUInt(ctx->getHndl()); if(dpy->getContext(c).Ptr()) { return c; } } return EGL_NO_CONTEXT; }