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https://github.com/gwm17/glfw.git
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Further isolated X11-specific parts of EGL code.
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0ca1e67d7a
commit
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@ -163,12 +163,10 @@ static int createContext(_GLFWwindow* window,
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const _GLFWwndconfig* wndconfig,
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const _GLFWwndconfig* wndconfig,
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EGLint fbconfigID)
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EGLint fbconfigID)
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{
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{
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int attribs[40], visMask;
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int attribs[40];
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EGLint count, index, visualID = 0;
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EGLint count, index;
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EGLint redBits, greenBits, blueBits, alphaBits;
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EGLConfig config;
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EGLConfig config;
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EGLContext share = NULL;
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EGLContext share = NULL;
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XVisualInfo visTemplate;
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if (wndconfig->share)
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if (wndconfig->share)
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share = wndconfig->share->EGL.context;
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share = wndconfig->share->EGL.context;
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@ -192,17 +190,23 @@ static int createContext(_GLFWwindow* window,
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// Retrieve the corresponding visual
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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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// 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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// Maybe it would not hurt too much to add #ifdefs for different platforms?
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eglGetConfigAttrib(_glfwLibrary.EGL.display, config, EGL_NATIVE_VISUAL_ID, &visualID);
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#if defined(_GLFW_X11_EGL)
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{
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int mask;
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EGLint redBits, greenBits, blueBits, alphaBits, visualID = 0;
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XVisualInfo info;
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// Init visual template
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eglGetConfigAttrib(_glfwLibrary.EGL.display, config,
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visTemplate.screen = _glfwLibrary.X11.screen;
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EGL_NATIVE_VISUAL_ID, &visualID);
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visMask = VisualScreenMask;
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info.screen = _glfwLibrary.X11.screen;
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mask = VisualScreenMask;
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if (visualID)
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if (visualID)
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{
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{
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// The X window visual must match the EGL config
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// The X window visual must match the EGL config
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visTemplate.visualid = visualID;
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info.visualid = visualID;
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visMask |= VisualIDMask;
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mask |= VisualIDMask;
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}
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}
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else
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else
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{
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{
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@ -218,12 +222,12 @@ static int createContext(_GLFWwindow* window,
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eglGetConfigAttrib(_glfwLibrary.EGL.display, config,
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eglGetConfigAttrib(_glfwLibrary.EGL.display, config,
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EGL_ALPHA_SIZE, &alphaBits);
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EGL_ALPHA_SIZE, &alphaBits);
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visTemplate.depth = redBits + greenBits + blueBits + alphaBits;
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info.depth = redBits + greenBits + blueBits + alphaBits;
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visMask |= VisualDepthMask;
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mask |= VisualDepthMask;
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}
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}
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window->EGL.visual = XGetVisualInfo(_glfwLibrary.X11.display,
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window->EGL.visual = XGetVisualInfo(_glfwLibrary.X11.display,
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visMask, &visTemplate, &count);
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mask, &info, &count);
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if (window->EGL.visual == NULL)
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if (window->EGL.visual == NULL)
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{
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{
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@ -231,6 +235,8 @@ static int createContext(_GLFWwindow* window,
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"EGL: Failed to retrieve visual for EGLConfig");
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"EGL: Failed to retrieve visual for EGLConfig");
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return GL_FALSE;
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return GL_FALSE;
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}
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}
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}
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#endif
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if (wndconfig->clientAPI == GLFW_OPENGL_ES_API)
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if (wndconfig->clientAPI == GLFW_OPENGL_ES_API)
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{
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{
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@ -471,16 +477,6 @@ void _glfwDestroyContext(_GLFWwindow* window)
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}
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}
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//========================================================================
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// Return the X visual associated with the specified context
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//========================================================================
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XVisualInfo* _glfwGetContextVisual(_GLFWwindow* window)
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{
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return window->EGL.visual;
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}
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//========================================================================
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//========================================================================
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// Make the OpenGL context associated with the specified window current
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// Make the OpenGL context associated with the specified window current
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//========================================================================
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//========================================================================
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@ -70,7 +70,10 @@ typedef struct _GLFWcontextEGL
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EGLConfig config;
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EGLConfig config;
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EGLContext context;
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EGLContext context;
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EGLSurface surface;
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EGLSurface surface;
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#if defined(_GLFW_X11_EGL)
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XVisualInfo* visual;
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XVisualInfo* visual;
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#endif
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} _GLFWcontextEGL;
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} _GLFWcontextEGL;
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@ -611,16 +611,6 @@ void _glfwDestroyContext(_GLFWwindow* window)
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}
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}
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//========================================================================
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// Return the X visual associated with the specified context
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//========================================================================
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XVisualInfo* _glfwGetContextVisual(_GLFWwindow* window)
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{
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return window->GLX.visual;
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}
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//========================================================================
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//========================================================================
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// Make the OpenGL context associated with the specified window current
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// Make the OpenGL context associated with the specified window current
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//========================================================================
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//========================================================================
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@ -54,8 +54,10 @@
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#endif
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#endif
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#if defined(_GLFW_X11_GLX)
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#if defined(_GLFW_X11_GLX)
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#define _GLFW_X11_CONTEXT_VISUAL window->GLX.visual
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#include "x11_glx_platform.h"
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#include "x11_glx_platform.h"
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#elif defined(_GLFW_X11_EGL)
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#elif defined(_GLFW_X11_EGL)
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#define _GLFW_X11_CONTEXT_VISUAL window->EGL.visual
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#define _GLFW_EGL_NATIVE_WINDOW window->X11.handle
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#define _GLFW_EGL_NATIVE_WINDOW window->X11.handle
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#define _GLFW_EGL_NATIVE_DISPLAY _glfwLibrary.X11.display
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#define _GLFW_EGL_NATIVE_DISPLAY _glfwLibrary.X11.display
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#include "x11_egl_platform.h"
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#include "x11_egl_platform.h"
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@ -225,7 +227,6 @@ int _glfwCreateContext(_GLFWwindow* window,
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const _GLFWwndconfig* wndconfig,
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const _GLFWwndconfig* wndconfig,
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const _GLFWfbconfig* fbconfig);
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const _GLFWfbconfig* fbconfig);
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void _glfwDestroyContext(_GLFWwindow* window);
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void _glfwDestroyContext(_GLFWwindow* window);
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XVisualInfo* _glfwGetContextVisual(_GLFWwindow* window);
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// Fullscreen support
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// Fullscreen support
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int _glfwGetClosestVideoMode(int* width, int* height, int* rate);
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int _glfwGetClosestVideoMode(int* width, int* height, int* rate);
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@ -83,7 +83,7 @@ static GLboolean createWindow(_GLFWwindow* window,
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{
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{
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unsigned long wamask;
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unsigned long wamask;
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XSetWindowAttributes wa;
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XSetWindowAttributes wa;
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XVisualInfo* visual = _glfwGetContextVisual(window);
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XVisualInfo* visual = _GLFW_X11_CONTEXT_VISUAL;
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// Every window needs a colormap
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// Every window needs a colormap
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// Create one based on the visual used by the current context
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// Create one based on the visual used by the current context
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