Hand EGL native display into renderer to not use default display

This commit is contained in:
Simon Fels 2016-08-08 07:09:11 +02:00
commit 5ee8c02b8d
11 changed files with 25 additions and 10 deletions

View file

@ -165,7 +165,7 @@ void FrameBuffer::finalize(){
s_egl.eglDestroySurface(m_eglDisplay, m_pbufSurface);
}
bool FrameBuffer::initialize(int width, int height, bool useSubWindow)
bool FrameBuffer::initialize(EGLNativeDisplayType nativeDisplay, int width, int height, bool useSubWindow)
{
GL_LOG("FrameBuffer::initialize");
if (s_theFrameBuffer != NULL) {
@ -184,7 +184,7 @@ bool FrameBuffer::initialize(int width, int height, bool useSubWindow)
//
// Initialize backend EGL display
//
fb->m_eglDisplay = s_egl.eglGetDisplay(EGL_DEFAULT_DISPLAY);
fb->m_eglDisplay = s_egl.eglGetDisplay(nativeDisplay);
if (fb->m_eglDisplay == EGL_NO_DISPLAY) {
ERR("Failed to Initialize backend EGL display\n");
delete fb;