+bool EglImplementation::CreateWindowContext( EGLContext& eglContext )
+{
+ // make sure a context isn't created twice
+ DALI_ASSERT_ALWAYS( (eglContext == 0) && "EGL context recreated" );
+
+ eglContext = eglCreateContext(mEglDisplay, mEglConfig, mEglContext, &(mContextAttribs[0]));
+ TEST_EGL_ERROR("eglCreateContext render thread");
+
+ DALI_ASSERT_ALWAYS( EGL_NO_CONTEXT != eglContext && "EGL context not created" );
+
+ DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "*** GL_VENDOR : %s ***\n", glGetString(GL_VENDOR));
+ DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "*** GL_RENDERER : %s ***\n", glGetString(GL_RENDERER));
+ DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "*** GL_VERSION : %s ***\n", glGetString(GL_VERSION));
+ DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "*** GL_SHADING_LANGUAGE_VERSION : %s***\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
+ DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "*** Supported Extensions ***\n%s\n\n", glGetString(GL_EXTENSIONS));
+
+ mEglWindowContexts.push_back( eglContext );
+
+ return true;
+}
+
+void EglImplementation::DestroyContext( EGLContext& eglContext )