Hand EGL native display into renderer to not use default display
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11 changed files with 25 additions and 10 deletions
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@ -165,7 +165,7 @@ void FrameBuffer::finalize(){
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s_egl.eglDestroySurface(m_eglDisplay, m_pbufSurface);
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}
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bool FrameBuffer::initialize(int width, int height, bool useSubWindow)
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bool FrameBuffer::initialize(EGLNativeDisplayType nativeDisplay, int width, int height, bool useSubWindow)
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{
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GL_LOG("FrameBuffer::initialize");
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if (s_theFrameBuffer != NULL) {
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@ -184,7 +184,7 @@ bool FrameBuffer::initialize(int width, int height, bool useSubWindow)
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//
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// Initialize backend EGL display
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//
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fb->m_eglDisplay = s_egl.eglGetDisplay(EGL_DEFAULT_DISPLAY);
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fb->m_eglDisplay = s_egl.eglGetDisplay(nativeDisplay);
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if (fb->m_eglDisplay == EGL_NO_DISPLAY) {
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ERR("Failed to Initialize backend EGL display\n");
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delete fb;
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