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https://github.com/gwm17/glfw.git
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Add EGL platform opengl implentation
This commit is contained in:
parent
812ebe200d
commit
c878281487
462
src/x11_egl_opengl.c
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462
src/x11_egl_opengl.c
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//========================================================================
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// GLFW - An OpenGL library
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// Platform: X11/EGL/GLES
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// API version: 3.0
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// WWW: http://www.glfw.org/
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//------------------------------------------------------------------------
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// Copyright (c) 2002-2006 Marcus Geelnard
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// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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#include "internal.h"
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#include <stdio.h>
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#include <stdlib.h>
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// Max number of EGL configuration we handle
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#define _GLFW_EGL_CONFIG_IN 15
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//========================================================================
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// Returns the specified attribute of the specified EGLConfig
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//========================================================================
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static int getFBConfigAttrib(_GLFWwindow* window, EGLConfig fbconfig, int attrib)
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{
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int value;
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eglGetConfigAttrib(_glfwLibrary.EGL.display, fbconfig, attrib, &value);
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return value;
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}
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//========================================================================
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// Return a list of available and usable framebuffer configs
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//========================================================================
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static _GLFWfbconfig* getFBConfigs(_GLFWwindow* window, unsigned int* found)
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{
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EGLConfig fbconfigs[_GLFW_EGL_CONFIG_IN];
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_GLFWfbconfig* result;
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int i, count = 0;
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*found = 0;
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eglGetConfigs(_glfwLibrary.EGL.display, fbconfigs,
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_GLFW_EGL_CONFIG_IN, &count);
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if (!count)
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{
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_glfwSetError(GLFW_OPENGL_UNAVAILABLE,
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"X11/EGL: No EGLConfigs returned");
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return NULL;
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}
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result = (_GLFWfbconfig*) malloc(sizeof(_GLFWfbconfig) * count);
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if (!result)
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{
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_glfwSetError(GLFW_OUT_OF_MEMORY,
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"X11/EGL: Failed to allocate _GLFWfbconfig array");
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return NULL;
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}
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for (i = 0; i < count; i++)
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{
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if (!getFBConfigAttrib(window, fbconfigs[i], EGL_NATIVE_VISUAL_ID))
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{
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// Only consider EGLConfigs with associated visuals
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continue;
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}
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if (!(getFBConfigAttrib(window,
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fbconfigs[i],
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EGL_COLOR_BUFFER_TYPE) & EGL_RGB_BUFFER))
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{
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// Only consider RGB(A) EGLConfigs
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continue;
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}
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if (!(getFBConfigAttrib(window, fbconfigs[i], EGL_RENDERABLE_TYPE) & EGL_WINDOW_BIT))
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{
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// Only consider window EGLConfigs
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continue;
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}
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result[*found].redBits = getFBConfigAttrib(window, fbconfigs[i], EGL_RED_SIZE);
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result[*found].greenBits = getFBConfigAttrib(window, fbconfigs[i], EGL_GREEN_SIZE);
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result[*found].blueBits = getFBConfigAttrib(window, fbconfigs[i], EGL_BLUE_SIZE);
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result[*found].alphaBits = getFBConfigAttrib(window, fbconfigs[i], EGL_ALPHA_SIZE);
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result[*found].depthBits = getFBConfigAttrib(window, fbconfigs[i], EGL_DEPTH_SIZE);
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result[*found].stencilBits = getFBConfigAttrib(window, fbconfigs[i], EGL_STENCIL_SIZE);
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result[*found].samples = getFBConfigAttrib(window, fbconfigs[i], EGL_SAMPLES);
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result[*found].platformID = (GLFWintptr) getFBConfigAttrib(window, fbconfigs[i], EGL_CONFIG_ID);
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(*found)++;
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}
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return result;
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}
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//========================================================================
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// Read back framebuffer parameters from the context
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//========================================================================
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static void refreshContextParams(_GLFWwindow* window, EGLint fbconfigID)
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{
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EGLint dummy;
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EGLConfig fbconfig[_GLFW_EGL_CONFIG_IN];
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int attribs[] = { EGL_CONFIG_ID, fbconfigID, None };
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eglChooseConfig(_glfwLibrary.EGL.display,
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attribs,
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fbconfig,
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_GLFW_EGL_CONFIG_IN,
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&dummy);
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if (!dummy)
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{
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// This should never ever happen
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// TODO: Flag this as an error and propagate up
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_glfwSetError(GLFW_PLATFORM_ERROR, "X11/EGL: Cannot find known "
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"EGLConfig by ID. This cannot "
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"happen. Have a nice day.\n");
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abort();
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}
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// There is no clear definition of an "accelerated" context on X11/EGL, and
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// true sounds better than false, so we hardcode true here
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window->accelerated = GL_TRUE;
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window->redBits = getFBConfigAttrib(window, *fbconfig, EGL_RED_SIZE);
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window->greenBits = getFBConfigAttrib(window, *fbconfig, EGL_GREEN_SIZE);
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window->blueBits = getFBConfigAttrib(window, *fbconfig, EGL_BLUE_SIZE);
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window->alphaBits = getFBConfigAttrib(window, *fbconfig, EGL_ALPHA_SIZE);
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window->depthBits = getFBConfigAttrib(window, *fbconfig, EGL_DEPTH_SIZE);
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window->stencilBits = getFBConfigAttrib(window, *fbconfig, EGL_STENCIL_SIZE);
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// Get FSAA buffer sample count
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window->samples = getFBConfigAttrib(window, *fbconfig, EGL_SAMPLES);
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}
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//========================================================================
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// Create the actual OpenGL(|ES) context
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//========================================================================
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#define setEGLattrib(attribs, index, attribName, attribValue) \
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attribs[index++] = attribName; \
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attribs[index++] = attribValue;
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static int createContext(_GLFWwindow* window,
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const _GLFWwndconfig* wndconfig,
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EGLint fbconfigID)
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{
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int attribs[40];
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EGLint dummy, index, vid;
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EGLConfig fbconfig[_GLFW_EGL_CONFIG_IN];
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EGLContext share = NULL;
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XVisualInfo visTemplate;
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if (wndconfig->share)
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share = wndconfig->share->EGL.context;
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// Retrieve the previously selected EGLConfig
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{
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index = 0;
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setEGLattrib(attribs, index, EGL_CONFIG_ID, fbconfigID);
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setEGLattrib(attribs, index, None, None);
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eglChooseConfig(_glfwLibrary.EGL.display,
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attribs,
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fbconfig,
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_GLFW_EGL_CONFIG_IN,
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&dummy);
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if (!dummy)
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{
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_glfwSetError(GLFW_PLATFORM_ERROR,
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"X11/EGL: Failed to retrieve the selected EGLConfig");
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return GL_FALSE;
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}
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}
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// Retrieve the corresponding visual
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if (!eglGetConfigAttrib(_glfwLibrary.EGL.display, *fbconfig, EGL_NATIVE_VISUAL_ID, &vid)) {
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_glfwSetError(GLFW_PLATFORM_ERROR,
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"X11/EGL: Failed to retrieve visual for EGLConfig");
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return GL_FALSE;
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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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window->EGL.visual = XGetVisualInfo(_glfwLibrary.X11.display, VisualIDMask, &visTemplate, &dummy);
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if (window->EGL.visual == NULL) {
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_glfwSetError(GLFW_PLATFORM_ERROR,
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"X11/GLX: Failed to retrieve visual for EGLConfig");
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return GL_FALSE;
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}
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if (wndconfig->glProfile == GLFW_OPENGL_ES2_PROFILE)
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{
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setEGLattrib(attribs, index, EGL_CONTEXT_CLIENT_VERSION, 2);
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}
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else
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{
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setEGLattrib(attribs, index, EGL_CONTEXT_CLIENT_VERSION, 1);
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}
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setEGLattrib(attribs, index, EGL_NONE, EGL_NONE);
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eglBindAPI(EGL_OPENGL_ES_API);
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window->EGL.context = eglCreateContext(_glfwLibrary.EGL.display, *fbconfig, share, attribs);
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if (window->EGL.context == EGL_NO_CONTEXT)
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{
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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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return GL_FALSE;
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}
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refreshContextParams(window, fbconfigID);
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return GL_TRUE;
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}
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#undef setEGLattrib
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//////////////////////////////////////////////////////////////////////////
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////// GLFW internal API //////
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//////////////////////////////////////////////////////////////////////////
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//========================================================================
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// Initialize EGL
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//========================================================================
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int _glfwInitOpenGL(void)
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{
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#ifdef _GLFW_DLOPEN_LIBGL
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int i;
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char* libEGL_names[ ] =
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{
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"libEGL.so",
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"libEGL.so.1",
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"/usr/lib/libEGL.so",
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"/usr/lib/libEGL.so.1",
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NULL
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};
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for (i = 0; libEGL_names[i] != NULL; i++)
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{
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_glfwLibrary.EGL.libEGL = dlopen(libEGL_names[i], RTLD_LAZY | RTLD_GLOBAL);
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if (_glfwLibrary.EGL.libEGL)
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break;
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}
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if (!_glfwLibrary.EGL.libEGL)
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{
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_glfwSetError(GLFW_PLATFORM_ERROR, "X11/EGL: Failed to find libEGL");
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return GL_FALSE;
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}
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#endif
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_glfwLibrary.EGL.display = eglGetDisplay((EGLNativeDisplayType)_glfwLibrary.X11.display);
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if (_glfwLibrary.EGL.display == EGL_NO_DISPLAY)
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{
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_glfwSetError(GLFW_OPENGL_UNAVAILABLE,
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"X11/EGL: Failed to get EGL display");
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return GL_FALSE;
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}
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if (!eglInitialize(_glfwLibrary.EGL.display,
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&_glfwLibrary.EGL.majorVersion,
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&_glfwLibrary.EGL.minorVersion))
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{
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_glfwSetError(GLFW_OPENGL_UNAVAILABLE,
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"X11/EGL: Failed to initialize EGL");
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return GL_FALSE;
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}
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return GL_TRUE;
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}
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//========================================================================
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// Terminate EGL
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//========================================================================
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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_LIBGL
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if (_glfwLibrary.EGL.libEGL != NULL)
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{
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dlclose(_glfwLibrary.EGL.libEGL);
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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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//========================================================================
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// Prepare for creation of the OpenGL context
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//========================================================================
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int _glfwCreateContext(_GLFWwindow* window,
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const _GLFWwndconfig* wndconfig,
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const _GLFWfbconfig* fbconfig)
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{
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_GLFWfbconfig closest;
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// Choose the best available fbconfig
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{
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unsigned int fbcount;
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_GLFWfbconfig* fbconfigs;
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const _GLFWfbconfig* result;
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fbconfigs = getFBConfigs(window, &fbcount);
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if (!fbconfigs)
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{
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_glfwSetError(GLFW_PLATFORM_ERROR,
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"X11/EGL: No usable EGLFBConfigs found");
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return GL_FALSE;
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}
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result = _glfwChooseFBConfig(fbconfig, fbconfigs, fbcount);
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if (!result)
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{
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_glfwSetError(GLFW_PLATFORM_ERROR,
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"X11/EGL: No EGLFBConfig matched the criteria");
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free(fbconfigs);
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return GL_FALSE;
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}
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closest = *result;
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free(fbconfigs);
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}
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return createContext(window, wndconfig, closest.platformID);
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}
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//========================================================================
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// Destroy the OpenGL context
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//========================================================================
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void _glfwDestroyContext(_GLFWwindow* window)
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{
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if (window->EGL.context)
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{
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// Release and destroy the context
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eglMakeCurrent(_glfwLibrary.EGL.display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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window->EGL.context = NULL;
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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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//========================================================================
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void _glfwPlatformMakeContextCurrent(_GLFWwindow* window)
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{
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if (window)
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{
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eglMakeCurrent(_glfwLibrary.EGL.display,
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window->EGL.surface,
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window->EGL.surface,
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window->EGL.context);
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}
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else
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eglMakeCurrent(_glfwLibrary.EGL.display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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}
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//========================================================================
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// Swap OpenGL buffers
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//========================================================================
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void _glfwPlatformSwapBuffers(void)
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{
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eglSwapBuffers(_glfwLibrary.EGL.display,
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_glfwLibrary.currentWindow->EGL.surface);
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}
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//========================================================================
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// Set double buffering swap interval
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//========================================================================
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void _glfwPlatformSwapInterval(int interval)
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{
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eglSwapInterval(_glfwLibrary.EGL.display, interval);
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}
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//========================================================================
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// Check if an OpenGL extension is available at runtime
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//========================================================================
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int _glfwPlatformExtensionSupported(const char* extension)
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{
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const char* extensions;
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// Get list of GLX extensions
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extensions = eglQueryString(_glfwLibrary.EGL.display,
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EGL_EXTENSIONS);
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if (extensions != NULL)
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{
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if (_glfwStringInExtensionString(extension, (unsigned char*)extensions))
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return GL_TRUE;
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}
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return GL_FALSE;
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}
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//========================================================================
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// Get the function pointer to an OpenGL function
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//========================================================================
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void* _glfwPlatformGetProcAddress(const char* procname)
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{
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return (void*) _glfw_eglGetProcAddress(procname);
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}
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//========================================================================
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// Copies the specified OpenGL state categories from src to dst
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//========================================================================
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void _glfwPlatformCopyContext(_GLFWwindow* src, _GLFWwindow* dst, unsigned long mask)
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{
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// AFAIK, EGL doesn't have this
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}
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