In the EGL backend context interface, don't call eglMakeCurrent. This was only done to pull in some information to the info log. This is necessary since eglMakeCurrent binds the context to the current thread and we need to destroy the context and reinitialize it when jumping to a new thread. We already call MakeCurrent in Video_Prepare which is done in the new thread.

This commit is contained in:
Ryan Houdek 2013-08-16 23:41:45 +00:00
parent 49963da371
commit 08b27bb3b8

View File

@ -132,17 +132,6 @@ bool cInterfaceEGL::Create(void *&window_handle)
exit(1); exit(1);
} }
if (!eglMakeCurrent(GLWin.egl_dpy, GLWin.egl_surf, GLWin.egl_surf, GLWin.egl_ctx)) {
INFO_LOG(VIDEO, "Error: eglMakeCurrent() failed\n");
return false;
}
INFO_LOG(VIDEO, "GL_VENDOR: %s\n", glGetString(GL_VENDOR));
INFO_LOG(VIDEO, "GL_RENDERER: %s\n", glGetString(GL_RENDERER));
INFO_LOG(VIDEO, "GL_VERSION: %s\n", glGetString(GL_VERSION));
INFO_LOG(VIDEO, "GL_EXTENSIONS: %s\n", glGetString(GL_EXTENSIONS));
Platform.ToggleFullscreen(SConfig::GetInstance().m_LocalCoreStartupParameter.bFullscreen); Platform.ToggleFullscreen(SConfig::GetInstance().m_LocalCoreStartupParameter.bFullscreen);
window_handle = (void *)GLWin.native_window; window_handle = (void *)GLWin.native_window;