Name
eglChooseConfig
- return a list of EGL frame buffer configurations that match specified attributesC Specification
EGLBoolean eglChooseConfig(EGLDisplay display, EGLint const * attrib_list, EGLConfig * configs, EGLint config_size, EGLint * num_config)
Parameters
display
- Specifies the EGL display connection.
attrib_list
- Specifies attributes required to match by configs.
configs
- Returns an array of frame buffer configurations.
config_size
- Specifies the size of the array of frame buffer configurations.
num_config
- Returns the number of frame buffer configurations returned.
Description
eglChooseConfig
returns a list of all EGL frame buffer configurations that match the attributes specified in attrib_list
. The items in the list can be used in any EGL function that requires an EGL frame buffer configuration.configs
does not return values, if it is specified as NULL
. This is useful for querying just the number of matching frame buffer configurations.(eglChooseConfig)All attributes in
attrib_list
, including boolean attributes, are immediately followed by the corresponding desired value. The list is terminated with EGL_NONE
. If an attribute is not specified in attrib_list
then the default value (see below) is used (and the attribute is said to be specified implicitly). For example, if EGL_DEPTH_SIZE
is not specified then it is assumed to be 0. For some attributes, the default is EGL_DONT_CARE
meaning that any value is OK for this attribute, so the attribute will not be checked.(eglChooseConfig)Attributes are matched in an attribute-specific manner. Some of the attributes, such as
EGL_LEVEL
, must match the specified value exactly. Others, such as, EGL_RED_SIZE
must meet or exceed the specified minimum values. If more than one EGL frame buffer configuration is found, then a list of configurations, sorted according to the ``best'' match criteria, is returned. The match criteria for each attribute and the exact sorting order is defined below.The interpretations of the various EGL frame buffer configuration attributes are as follows:
EGL_BUFFER_SIZE
- Must be followed by a nonnegative integer that indicates the desired color buffer size. The smallest color buffer of at least the specified size is preferred. The default value is 0.
EGL_RED_SIZE
- Must be followed by a nonnegative minimum size specification. If this value is zero, the smallest available red buffer is preferred. Otherwise, the largest available red buffer of at least the minimum size is preferred. The default value is 0.
EGL_GREEN_SIZE
- Must be followed by a nonnegative minimum size specification. If this value is zero, the smallest available green buffer is preferred. Otherwise, the largest available green buffer of at least the minimum size is preferred. The default value is 0.
EGL_BLUE_SIZE
- Must be followed by a nonnegative minimum size specification. If this value is zero, the smallest available blue buffer is preferred. Otherwise, the largest available blue buffer of at least the minimum size is preferred. The default value is 0. (eglChooseConfig)
EGL_ALPHA_SIZE
- Must be followed by a nonnegative minimum size specification. If this value is zero, the smallest available alpha buffer is preferred. Otherwise, the largest available alpha buffer of at least the minimum size is preferred. The default value is 0.
EGL_CONFIG_CAVEAT
- Must be followed by one of
EGL_DONT_CARE
,EGL_NONE
,EGL_SLOW_CONFIG
,EGL_NON_CONFORMANT_CONFIG
. IfEGL_NONE
is specified, then only frame buffer configurations with no caveats will be considered. IfEGL_SLOW_CONFIG
is specified, then only slow frame buffer configurations will be considered. IfEGL_NON_CONFORMANT_CONFIG
is specified, then only non-conformant frame buffer configurations will be considered. The default value isEGL_DONT_CARE
. EGL_CONFIG_ID
- Must be followed by a valid ID that indicates the desired EGL frame buffer configuration. When a
EGL_CONFIG_ID
is specified, all attributes are ignored. The default value isEGL_DONT_CARE
. EGL_DEPTH_SIZE
- Must be followed by a nonnegative integer that indicates the desired depth buffer size. The smallest available depth buffer of at least the minimum size is preferred. If the desired value is zero, frame buffer configurations with no depth buffer are preferred. The default value is 0.
EGL_LEVEL
- Must be followed by an integer buffer-level specification. This specification is honored exactly. Buffer level 0 corresponds to the default frame buffer of the display. Buffer level 1 is the first overlay frame buffer, level two the second overlay frame buffer, and so on. Negative buffer levels correspond to underlay frame buffers. The default value is 0. (eglChooseConfig)
EGL_NATIVE_RENDERABLE
- Must be followed by
EGL_DONT_CARE
,EGL_TRUE
, orEGL_FALSE
. IfEGL_TRUE
is specified, then only frame buffer configurations that allow native rendering into the surface will be considered. The default value isEGL_DONT_CARE
. EGL_NATIVE_VISUAL_TYPE
- Must be followed by a platform dependent value or
EGL_DONT_CARE
. The default value isEGL_DONT_CARE
. EGL_SAMPLE_BUFFERS
- Must be followed by the minimum acceptable number of multisample buffers. Configurations with the smallest number of multisample buffers that meet or exceed this minimum number are preferred. Currently operation with more than one multisample buffer is undefined, so only values of zero or one will produce a match. The default value is 0.
EGL_SAMPLES
- Must be followed by the minimum number of samples required in multisample buffers. Configurations with the smallest number of samples that meet or exceed the specified minimum number are preferred. Note that it is possible for color samples in the multisample buffer to have fewer bits than colors in the main color buffers. However, multisampled colors maintain at least as much color resolution in aggregate as the main color buffers.
EGL_STENCIL_SIZE
- Must be followed by a nonnegative integer that indicates the desired number of stencil bitplanes. The smallest stencil buffer of at least the specified size is preferred. If the desired value is zero, frame buffer configurations with no stencil buffer are preferred. The default value is 0.
EGL_SURFACE_TYPE
- Must be followed by a mask indicating which EGL surface types the frame buffer configuration must support. Valid bits are
EGL_WINDOW_BIT
,EGL_PBUFFER_BIT
, andEGL_PIXMAP_BIT
. For example, if mask is set to EGL_WINDOW_BIT | EGL_PIXMAP_BIT, only frame buffer configurations that support both windows and pixmaps will be considered. The default value isEGL_WINDOW_BIT
. EGL_TRANSPARENT_TYPE
- Must be followed by one of
EGL_NONE
orEGL_TRANSPARENT_RGB
. IfEGL_NONE
is specified, then only opaque frame buffer configurations will be considered. IfEGL_TRANSPARENT_RGB
is specified, then only transparent frame buffer configurations will be considered. The default value isEGL_NONE
. EGL_TRANSPARENT_RED_VALUE
- Must be followed by an integer value indicating the transparent red value. The value must be between 0 and the maximum color buffer value for red. Only frame buffer configurations that use the specified transparent red value will be considered. The default value is
EGL_DONT_CARE
. This attribute is ignored unlessEGL_TRANSPARENT_TYPE
is included inattrib_list
and specified asEGL_TRANSPARENT_RGB
. (eglChooseConfig) EGL_TRANSPARENT_GREEN_VALUE
- Must be followed by an integer value indicating the transparent green value. The value must be between 0 and the maximum color buffer value for red. Only frame buffer configurations that use the specified transparent green value will be considered. The default value is
EGL_DONT_CARE
. This attribute is ignored unlessEGL_TRANSPARENT_TYPE
is included inattrib_list
and specified asEGL_TRANSPARENT_RGB
. EGL_TRANSPARENT_BLUE_VALUE
- Must be followed by an integer value indicating the transparent blue value. The value must be between 0 and the maximum color buffer value for red. Only frame buffer configurations that use the specified transparent blue value will be considered. The default value is
EGL_DONT_CARE
. This attribute is ignored unlessEGL_TRANSPARENT_TYPE
is included inattrib_list
and specified asEGL_TRANSPARENT_RGB
.
- By
EGL_CONFIG_CAVEAT
, where the precedence isEGL_NONE
,EGL_SLOW_CONFIG
, andEGL_NON_CONFORMANT_CONFIG
. - Larger total number of color components (
EGL_RED_SIZE
,EGL_GREEN_SIZE
,EGL_BLUE_SIZE
, andEGL_ALPHA_SIZE
) that have higher number of bits. If the requested number of bits inattrib_list
is zero orEGL_DONT_CARE
for a particular color component, then the number of bits for that component is not considered. - Smaller
EGL_BUFFER_SIZE
. - Smaller
EGL_SAMPLE_BUFFERS
. - Smaller
EGL_SAMPLES
. - Smaller
EGL_DEPTH_SIZE
. - Smaller
EGL_STENCIL_SIZE
. - By
EGL_NATIVE_VISUAL_TYPE
, where the precedence order is platform dependent. - Smaller
EGL_CONFIG_ID
.
Examples
The following example specifies a frame buffer configuration in the normal frame buffer (not an overlay or underlay). The returned frame buffer configuration supports at least 4 bits each of red, green and blue and possible no alpha bits. The code shown in the example may or may not have a depth buffer, or a stencil buffer.EGLint const attrib_list[] = { EGL_RED_SIZE, 4, EGL_GREEN_SIZE, 4, EGL_BLUE_SIZE, 4, EGL_NONE };
Notes
eglGetConfigs
and eglGetConfigAttrib
can be used to implement selection algorithms other than the generic one implemented by eglChooseConfig
. Call eglGetConfigs
to retrieve all the frame buffer configurations, or alternatively, all the frame buffer configurations with a particular set of attributes. Next call eglGetConfigAttrib
to retrieve additional attributes for the frame buffer configurations and then select between them.EGL implementors are strongly discouraged, but not proscribed, from changing the selection algorithm used by
eglChooseConfig
. Therefore, selections may change from release to release of the client-side library.Errors
EGL_FALSE
is returned on failure, EGL_TRUE
otherwise. configs
and num_config
are not modified when EGL_FALSE
is returned.EGL_BAD_DISPLAY
is generated if display
is not an EGL display connection.EGL_BAD_ATTRIBUTE
is generated if attribute_list
contains an invalid frame buffer configuration attribute or an attribute value that is unrecognized or out of range.EGL_NOT_INITIALIZED
is generated if display
has not been initialized.EGL_BAD_PARAMETER
is generated if num_config
is NULL
.Copyright
Copyright © 2003 Silicon Graphics, Inc.This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.
See Also
eglCreateContext
, eglCreatePbufferSurface
, eglCreatePixmapSurface
, eglCreateWindowSurface
, eglGetConfigs
, eglGetConfigAttrib
Examples of eglChooseConfig
void
CXXXView::OnInitialUpdate()
{
CView::OnInitialUpdate();
// TODO: Add your specialized code here and/or call the base class
if
(m_eglDisplay != EGL_NO_DISPLAY)
return
;
const
EGLint attrs[] = {
EGL_LEVEL, 0,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_NATIVE_RENDERABLE, EGL_FALSE,
EGL_DEPTH_SIZE, EGL_DONT_CARE,
EGL_NONE
};
EGLint numConfig =0;
m_eglDisplay = eglGetDisplay(GetDC()->GetSafeHdc());
if
(m_eglDisplay == EGL_NO_DISPLAY)
if
((m_eglDisplay = eglGetDisplay((EGLNativeDisplayType) EGL_DEFAULT_DISPLAY)) == EGL_NO_DISPLAY)
return
;
// Initialize the display
EGLint major = 0;
EGLint minor = 0;
if
(!eglInitialize(m_eglDisplay, &major, &minor))
return
;
if
(major < 1 || minor < 3)
{
// Does not support EGL 1.3
printf
(
"System does not support at least EGL 1.3 \n"
);
return
;
}
EGLConfig eglConfig;
// Obtain the first configuration with a depth buffer
if
(!eglChooseConfig(m_eglDisplay, attrs, &eglConfig, 1, &numConfig))
return
;
// Create a surface for the main window
if
((m_eglSurface = eglCreateWindowSurface(m_eglDisplay, eglConfig, (EGLNativeWindowType) GetSafeHwnd(), NULL)) == EGL_NO_SURFACE)
return
;
// Bind the API (It could be OpenGLES or OpenVG)
// eglBindAPI(EGL_OPENGL_ES_API);
EGLint ai32ContextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE };
// Create an OpenGL ES context
if
((m_eglContext = eglCreateContext(m_eglDisplay, eglConfig, EGL_NO_CONTEXT, ai32ContextAttribs)) == EGL_NO_CONTEXT)
return
;
// Make the context and surface current
if
(!eglMakeCurrent(m_eglDisplay, m_eglSurface, m_eglSurface, m_eglContext))
return
;
///
glClearColor(0.5f, 0.5f, 0.5f, 0.0f);
}
void
CXXXView::PostNcDestroy()
{
// TODO: Add your specialized code here and/or call the base class
eglMakeCurrent(EGL_NO_DISPLAY, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroyContext(m_eglDisplay, m_eglContext);
eglDestroySurface(m_eglDisplay, m_eglSurface);
eglTerminate(m_eglDisplay);
CView::PostNcDestroy();
}
void
CXXXView::onDraw(
void
)
{
glClear(GL_COLOR_BUFFER_BIT);
///
IGameImporter * gameImport = NULL;
auto pDoc = GetDocument();
if
(pDoc && pDoc->IsKindOf(RUNTIME_CLASS(CXXXDoc)))
gameImport =
dynamic_cast
<cxxxdoc *=
""
> (pDoc)->getGameImport();
///
eglSwapBuffers(m_eglDisplay, m_eglSurface);
}
BOOL
CXXXView::OnEraseBkgnd(CDC* pDC)
{
// TODO: Add your message handler code here and/or call default
/// return CView::OnEraseBkgnd(pDC);
return
FALSE;
}
void
CXXXView::OnSize(
UINT
nType,
int
cx,
int
cy)
{
CView::OnSize(nType, cx, cy);
// TODO: Add your message handler code here
glViewport(0, 0, cx, cy);
}
/// CXXXApp.cpp
BOOL
CXXXApp::OnIdle(
LONG
lCount)
{
// TODO: Add your specialized code here and/or call the base class
// return CWinAppEx::OnIdle(lCount);
CMainFrame * pFrame = (CMainFrame *) AfxGetMainWnd();
CView * pView = pFrame->GetActiveView();
if
(pView && pView->IsKindOf(RUNTIME_CLASS(CXXXView)))
dynamic_cast
<cxxxview *=
""
> (pView)->onDraw();
return
TRUE;
}
/// CViewTree.h
#define WM_TVN_SELCHANGED (WM_USER+3)
class
CViewTree :
public
CTreeCtrl
{
public
:
afx_msg
void
OnTvnSelchanged(NMHDR *pNMHDR,
LRESULT
*pResult);
};
/// CViewTree.cpp
BEGIN_MESSAGE_MAP(CViewTree, CTreeCtrl)
ON_NOTIFY_REFLECT(TVN_SELCHANGED, &CViewTree::OnTvnSelchanged)
END_MESSAGE_MAP()
void
CViewTree::OnTvnSelchanged(NMHDR *pNMHDR,
LRESULT
*pResult)
{
LPNMTREEVIEW pNMTreeView =
reinterpret_cast
<lpnmtreeview>(pNMHDR);
// TODO: Add your control notification handler code here
GetParent()->SendNotifyMessage(WM_TVN_SELCHANGED, (
WPARAM
) pNMTreeView, (
LPARAM
) pResult);
*pResult = 0;
}