mDepthBufferRequired( depthBufferRequired == Integration::DepthBufferAvailable::TRUE ),
mStencilBufferRequired( stencilBufferRequired == Integration::StencilBufferAvailable::TRUE ),
mIsSurfacelessContextSupported( false ),
- mIsKhrCreateContextSupported( false )
+ mIsKhrCreateContextSupported( false ),
+ mIsFirstFrameAfterResume( false )
{
}
DALI_ASSERT_ALWAYS( (mEglContext == 0) && "EGL context recreated" );
mEglContext = eglCreateContext(mEglDisplay, mEglConfig, NULL, &(mContextAttribs[0]));
- if ( eglGetError() != EGL_SUCCESS )
- {
- if( mGlesVersion >= 30 )
- {
- eglDestroySurface( mEglDisplay, mEglContext );
- mEglContext = NULL;
- mEglConfig = NULL;
- DALI_LOG_ERROR("Fail to use OpenGL es 3.0. Retrying to use OpenGL es 2.0.");
- return false;
- }
- }
TEST_EGL_ERROR("eglCreateContext render thread");
DALI_ASSERT_ALWAYS( EGL_NO_CONTEXT != mEglContext && "EGL context not created" );
if(mIsOwnSurface)
{
- if( mCurrentEglContext != EGL_NO_CONTEXT )
- {
- glFinish();
- }
-
eglMakeCurrent( mEglDisplay, eglSurface, eglSurface, eglContext );
mCurrentEglContext = eglContext;
if(mIsOwnSurface)
{
- if( mCurrentEglContext != EGL_NO_CONTEXT )
- {
- glFinish();
- }
-
eglMakeCurrent( mEglDisplay, eglSurface, eglSurface, mEglContext );
mCurrentEglContext = mEglContext;
{
if ( eglSurface != EGL_NO_SURFACE ) // skip if using surfaceless context
{
+ if( mIsFirstFrameAfterResume )
+ {
+ DALI_LOG_RELEASE_INFO( "EglImplementation::SwapBuffers: First SwapBuffers call.\n" );
+ mIsFirstFrameAfterResume = false;
+ }
eglSwapBuffers( mEglDisplay, eglSurface );
}
}
configAttribs.PushBack( EGL_BLUE_SIZE );
configAttribs.PushBack( 8 );
- // In the previous code, there was a branch for ARM.
- // If there is an issue in only ARM, we need to check here again.
+// For underlay video playback, we also need to set the alpha value of the 24/32bit window.
configAttribs.PushBack( EGL_ALPHA_SIZE );
configAttribs.PushBack( 8 );
mGlesVersion = glesVersion;
}
+void EglImplementation::SetFirstFrameAfterResume()
+{
+ mIsFirstFrameAfterResume = true;
+}
+
EGLDisplay EglImplementation::GetDisplay() const
{
return mEglDisplay;
return mIsSurfacelessContextSupported;
}
+void EglImplementation::WaitClient()
+{
+ // Wait for EGL to finish executing all rendering calls for the current context
+ if ( eglWaitClient() != EGL_TRUE )
+ {
+ TEST_EGL_ERROR("eglWaitClient");
+ }
+}
+
} // namespace Adaptor
} // namespace Internal