Name
eglCreateContext
- create a new EGL rendering contextC Specification
EGLContext eglCreateContext(EGLDisplay display, EGLConfig config, EGLContext share_context, EGLint const * attrib_list)
Parameters
display
- Specifies the EGL display connection.
config
- Specifies the EGL frame buffer configuration that defines the frame buffer resource available to the rendering context.
share_context
- Specifies the EGL rendering context with which to share texture objects.
EGL_NO_CONTEXT
indicates that no sharing is to take place. attrib_list
- Specifies attributes.
Description
eglCreateContext
creates an EGL rendering context and returns its handle. This context can be used to render into an EGL drawing surface. If eglCreateContext
fails to create a rendering context, EGL_NO_CONTEXT
is returned.If
share_context
is not EGL_NO_CONTEXT
, then all texture objects except object 0, are shared by context share_context
and by the newly created context. An arbitrary number of rendering contexts can share a single texture object space. However, all rendering contexts that share a single texture object space must themselves exist in the same address space. Two rendering contexts share an address space if both are owned by a single process.Notes on eglCreateContext
A process is a single execution environment, implemented in a single address space, consisting of one or more threads.A thread is one of a set of subprocesses that share a single address space, but maintain separate program counters, stack spaces, and other related global data. A thread is the only member of its subprocess group is equivalent to a process.
Errors
EGL_NO_CONTEXT
is returned if creation of the context fails.EGL_BAD_DISPLAY
is generated if display
is not an EGL display connection.EGL_NOT_INITIALIZED
is generated if display
has not been initialized.EGL_BAD_CONFIG
is generated if config
is not an EGL frame buffer configuration.EGL_BAD_CONTEXT
is generated if share_context
is not an EGL rendering context and is not EGL_NO_CONTEXT
.EGL_BAD_ATTRIBUTE
is generated if attrib_list
contains an invalid context attribute or if an attribute is not recognized or out of range.EGL_BAD_ALLOC
is generated if there are not enough resources to allocate the new context.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
eglDestroyContext
, eglChooseConfig
, eglGetConfigs
, eglMakeCurrent
Examples of eglCreateContext
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;
}