#include <EGL/eglext.h>
+#if !defined(CON_GL1) && !defined(CON_GLES2)
+#error "Valid GL contexts for EGL are: GL1, GLES2"
+#endif
+
static const char *eglErrorToString(EGLint e)
{
#define CASE(name) case name: return #name
exit(1);
}
-/* attributes for a double buffered visual in RGBA format with at least
-* 4 bits per color */
+static const EGLint context_attribs[] = {
+#ifdef CON_GLES2
+ EGL_CONTEXT_CLIENT_VERSION, 2,
+#endif
+ EGL_NONE
+};
static const EGLint config_attribs[] = {
EGL_RED_SIZE, 4,
EGL_GREEN_SIZE, 4,
EGL_BLUE_SIZE, 4,
+#ifdef CON_GLES2
+ EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
+#else
EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
+#endif
EGL_NONE,
};
// get connection and bind API
EGLint eglMajor, eglMinor;
display = eglGetDisplay(xDisplay);
- if (display == EGL_NO_DISPLAY)
+ if (display == EGL_NO_DISPLAY)
exitEglError("Failed to get EGL display");
- if (eglInitialize(display, &eglMajor, &eglMinor) == EGL_FALSE)
+ if (eglInitialize(display, &eglMajor, &eglMinor) == EGL_FALSE)
exitEglError("Failed to initialize EGL");
printf("Using EGL version %d.%d\n", eglMajor, eglMinor);
- eglBindAPI(EGL_OPENGL_API);
+ if (eglMajor == 1 && eglMinor < 3) {
+ fprintf(stderr, "Need at least EGL 1.3 to function properly\n");
+ exit(1);
+ }
+#ifdef CON_GLES2
+ if (eglBindAPI(EGL_OPENGL_ES_API) == EGL_FALSE)
+#else
+ if (eglBindAPI(EGL_OPENGL_API) == EGL_FALSE)
+#endif
+ exitEglError("Failed to bind API");
// get an appropriate config
EGLConfig configs[1];
EGLint count;
- if (eglChooseConfig(display, config_attribs, configs, 1, &count) == EGL_FALSE || count == 0)
+ if (eglChooseConfig(display, config_attribs, configs, 1, &count) == EGL_FALSE){
exitEglError("Failed to choose config");
+ }
+ if (count == 0) {
+ fprintf(stderr, "Found no matching EGL configuration\n");
+ exit(1);
+ }
config = configs[0];
}
// return visual ID
{
assert(display != EGL_NO_DISPLAY && context == EGL_NO_CONTEXT);
surface = eglCreateWindowSurface(display, config, window, NULL);
- /* create an EGL context and use it with the surface */
- context = eglCreateContext(display, config, EGL_NO_CONTEXT, NULL);
+ // create an EGL context and use it with the surface
+ context = eglCreateContext(display, config, EGL_NO_CONTEXT, context_attribs);
if (context == EGL_NO_CONTEXT)
exitEglError("Failed to create context");
if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE)