#include "gl/SkGLContext.h"
-#include <EGL/egl.h>
-
class SkANGLEGLContext : public SkGLContext {
public:
~SkANGLEGLContext() SK_OVERRIDE;
return ctx;
}
- static EGLDisplay GetD3DEGLDisplay(EGLNativeDisplayType nativeDisplay);
+ // The param is an EGLNativeDisplayType and the return is an EGLDispay.
+ static void* GetD3DEGLDisplay(void* nativeDisplay);
private:
SkANGLEGLContext();
void destroyGLContext();
- EGLContext fContext;
- EGLDisplay fDisplay;
- EGLSurface fSurface;
+ void* fContext;
+ void* fDisplay;
+ void* fSurface;
};
#endif
#include "gl/angle/SkANGLEGLContext.h"
+#include <EGL/egl.h>
+
#define EGL_PLATFORM_ANGLE_ANGLE 0x3201
#define EGL_PLATFORM_ANGLE_TYPE_ANGLE 0x3202
#define EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE 0x3206
#define EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE 0x3207
-EGLDisplay SkANGLEGLContext::GetD3DEGLDisplay(EGLNativeDisplayType nativeDisplay) {
+void* SkANGLEGLContext::GetD3DEGLDisplay(void* nativeDisplay) {
typedef EGLDisplay (*EGLGetPlatformDisplayEXT)(EGLenum platform,
void *native_display,
(EGLGetPlatformDisplayEXT) eglGetProcAddress("eglGetPlatformDisplayEXT");
if (!eglGetPlatformDisplayEXT) {
- return eglGetDisplay(nativeDisplay);
+ return eglGetDisplay(static_cast<EGLNativeDisplayType>(nativeDisplay));
}
// Try for an ANGLE D3D11 context, fall back to D3D9.