The desktop gl backend was broken because of code addition related to TBM and egl .
fix the issue by putting them under GL_GLES flag.
Change-Id: Idb1ad0ee06bfa45e6cd31ba2f00654d3a3fa9434
return (const GLubyte *) ret;
#else
// Desktop GL, we still keep the official name
+ static char _glsl[128] = {0};
+ static char _version[128] = {0};
snprintf(_glsl, sizeof(_glsl), "OpenGL ES GLSL ES 1.00 Evas GL (%s)", (char *) ret);
_version[sizeof(_glsl) - 1] = '\0';
return (const GLubyte *) _glsl;
if (evas_gl_thread_enabled(EVAS_GL_THREAD_TYPE_GL))
{
#ifndef BUILD_ENGINE_GL_COCOA
+#ifdef GL_GLES
// Now surface direct override is ON.
// It means that EvasGL DIRECT rendering is enabled strictly
// and Evas GL THREAD rendering needs disabled from now,
ERR("Evas GL thread fallback is failed");
evas_gl_thread_disabled();
+#endif
#endif /* ! BUILD_ENGINE_GL_COCOA */
}
}
Evas_GL_Image *im = image;
int width = 0;
+#ifdef GL_GLES
if (im->native.data)
{
Evas_Native_Surface *ns = im->native.data;
return;
}
}
+#endif
if ((im->tex) && (im->tex->pt->dyn.img))
*stride = im->tex->pt->dyn.stride;