c5e9cea43b
* EglContext.cs: * EglGraphicsMode.cs: Added a parameter to indicate which ES renderer version we wish to use. Fixes issue [#2247]: "CreateEGLGraphicsMode should select the correct renderer".
107 lines
4.4 KiB
C#
107 lines
4.4 KiB
C#
#region License
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//
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// The Open Toolkit Library License
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//
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// Copyright (c) 2006 - 2009 the Open Toolkit library.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights to
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// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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// the Software, and to permit persons to whom the Software is furnished to do
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// so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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// OTHER DEALINGS IN THE SOFTWARE.
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//
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenTK.Graphics;
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namespace OpenTK.Platform.Egl
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{
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class EglGraphicsMode : IGraphicsMode
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{
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#region IGraphicsMode Members
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public GraphicsMode SelectGraphicsMode(ColorFormat color, int depth, int stencil,
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int samples, ColorFormat accum, int buffers, bool stereo)
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{
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// According to the EGL specs, the ES flag should select ES 1.0 or higher, which
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// makes sense as a default. EglContext.cs checks
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return SelectGraphicsMode(color, depth, stencil, samples, accum, buffers, stereo,
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RenderableFlags.ES);
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}
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#endregion
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#region Public Members
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public GraphicsMode SelectGraphicsMode(ColorFormat color, int depth, int stencil,
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int samples, ColorFormat accum, int buffers, bool stereo,
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RenderableFlags renderable_flags)
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{
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IntPtr[] configs = new IntPtr[1];
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int[] attribList = new int[]
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{
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//Egl.SURFACE_TYPE, Egl.WINDOW_BIT,
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Egl.RENDERABLE_TYPE, (int)renderable_flags,
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Egl.RED_SIZE, color.Red,
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Egl.GREEN_SIZE, color.Green,
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Egl.BLUE_SIZE, color.Blue,
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Egl.ALPHA_SIZE, color.Alpha,
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Egl.DEPTH_SIZE, depth > 0 ? depth : 0,
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Egl.STENCIL_SIZE, stencil > 0 ? stencil : 0,
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//Egl.SAMPLE_BUFFERS, samples > 0 ? 1 : 0,
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Egl.SAMPLES, samples > 0 ? samples : 0,
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Egl.NONE,
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};
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// Todo: what if we don't wish to use the default display?
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IntPtr display = Egl.GetDisplay(IntPtr.Zero);
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int major, minor;
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if (!Egl.Initialize(display, out major, out minor))
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throw new GraphicsModeException(String.Format("Failed to initialize display connection, error {0}", Egl.GetError()));
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int num_configs;
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if (!Egl.ChooseConfig(display, attribList, configs, configs.Length, out num_configs) || num_configs == 0)
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{
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throw new GraphicsModeException(String.Format("Failed to retrieve GraphicsMode, error {0}", Egl.GetError()));
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}
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// See what we really got
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IntPtr active_config = configs[0];
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int r, g, b, a;
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Egl.GetConfigAttrib(display, active_config, Egl.RED_SIZE, out r);
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Egl.GetConfigAttrib(display, active_config, Egl.GREEN_SIZE, out g);
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Egl.GetConfigAttrib(display, active_config, Egl.BLUE_SIZE, out b);
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Egl.GetConfigAttrib(display, active_config, Egl.ALPHA_SIZE, out a);
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int d, s;
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Egl.GetConfigAttrib(display, active_config, Egl.DEPTH_SIZE, out d);
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Egl.GetConfigAttrib(display, active_config, Egl.STENCIL_SIZE, out s);
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int sample_buffers;
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Egl.GetConfigAttrib(display, active_config, Egl.SAMPLES, out sample_buffers);
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Egl.GetConfigAttrib(display, active_config, Egl.SAMPLES, out samples);
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return new GraphicsMode(active_config, new ColorFormat(r, g, b, a), d, s, sample_buffers > 0 ? samples : 0, 0, 2, false);
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}
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#endregion
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}
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}
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