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

@ -72,6 +72,7 @@ struct RenderWindowMessage {
union {
// CMD_INITIALIZE
struct {
EGLNativeDisplayType nativeDisplay;
int width;
int height;
bool useSubWindow;
@ -120,7 +121,8 @@ struct RenderWindowMessage {
D("CMD_INITIALIZE w=%d h=%d\n", msg.init.width, msg.init.height);
GL_LOG("RenderWindow: CMD_INITIALIZE w=%d h=%d",
msg.init.width, msg.init.height);
result = FrameBuffer::initialize(msg.init.width,
result = FrameBuffer::initialize(msg.init.nativeDisplay,
msg.init.width,
msg.init.height,
msg.init.useSubWindow);
break;
@ -312,7 +314,8 @@ private:
} // namespace
RenderWindow::RenderWindow(int width,
RenderWindow::RenderWindow(EGLNativeDisplayType native_display,
int width,
int height,
bool use_thread,
bool use_sub_window) :
@ -328,6 +331,7 @@ RenderWindow::RenderWindow(int width,
RenderWindowMessage msg;
msg.cmd = CMD_INITIALIZE;
msg.init.nativeDisplay = native_display;
msg.init.width = width;
msg.init.height = height;
msg.init.useSubWindow = use_sub_window;