return true;
}
- bool isTransparent = ( depth == COLOR_DEPTH_32 );
-
mColorDepth = depth;
mIsWindow = isWindowType;
configAttribs.PushBack( EGL_BLUE_SIZE );
configAttribs.PushBack( 8 );
- if ( isTransparent )
- {
- configAttribs.PushBack( EGL_ALPHA_SIZE );
-#ifdef _ARCH_ARM_
- // For underlay video playback, we also need to set the alpha value of the 24/32bit window.
- configAttribs.PushBack( 8 );
-#else
- // There is a bug in the desktop emulator
- // setting EGL_ALPHA_SIZE to 8 results in eglChooseConfig failing
- configAttribs.PushBack( 8 );
-#endif // _ARCH_ARM_
- }
+ // In the previous code, there was a branch for ARM.
+ // If there is an issue in only ARM, we need to check here again.
+ configAttribs.PushBack( EGL_ALPHA_SIZE );
+ configAttribs.PushBack( 8 );
configAttribs.PushBack( EGL_DEPTH_SIZE );
configAttribs.PushBack( mDepthBufferRequired ? 24 : 0 );
}
#endif // DALI_PROFILE_UBUNTU
configAttribs.PushBack( EGL_NONE );
+
+ // Ensure number of configs is set to 1 as on some drivers,
+ // eglChooseConfig succeeds but does not actually create a proper configuration.
if ( ( eglChooseConfig( mEglDisplay, &(configAttribs[0]), &mEglConfig, 1, &numConfigs ) != EGL_TRUE ) ||
( numConfigs != 1 ) )
{
DestroySurface( eglSurface );
// create the EGL surface
- CreateSurfaceWindow( window, mColorDepth );
+ EGLSurface newEglSurface = CreateSurfaceWindow( window, mColorDepth );
// set the context to be current with the new surface
- MakeContextCurrent( eglSurface, eglContext );
+ MakeContextCurrent( newEglSurface, eglContext );
return contextLost;
}