#include <stdlib.h>
#include <string.h>
#include "eglconfigutil.h"
void
_eglConfigToContextModesRec(const _EGLConfig *config, __GLcontextModes *mode)
{
memset(mode, 0, sizeof(*mode));
mode->rgbMode = GL_TRUE;
mode->colorIndexMode = GL_FALSE;
mode->doubleBufferMode = GL_TRUE;
mode->stereoMode = GL_FALSE;
mode->redBits = GET_CONFIG_ATTRIB(config, EGL_RED_SIZE);
mode->greenBits = GET_CONFIG_ATTRIB(config, EGL_GREEN_SIZE);
mode->blueBits = GET_CONFIG_ATTRIB(config, EGL_BLUE_SIZE);
mode->alphaBits = GET_CONFIG_ATTRIB(config, EGL_ALPHA_SIZE);
mode->rgbBits = GET_CONFIG_ATTRIB(config, EGL_BUFFER_SIZE);
mode->depthBits = GET_CONFIG_ATTRIB(config, EGL_DEPTH_SIZE);
mode->haveDepthBuffer = mode->depthBits > 0;
mode->stencilBits = GET_CONFIG_ATTRIB(config, EGL_STENCIL_SIZE);
mode->haveStencilBuffer = mode->stencilBits > 0;
mode->level = GET_CONFIG_ATTRIB(config, EGL_LEVEL);
mode->samples = GET_CONFIG_ATTRIB(config, EGL_SAMPLES);
mode->sampleBuffers = GET_CONFIG_ATTRIB(config, EGL_SAMPLE_BUFFERS);
mode->visualType = GLX_TRUE_COLOR;
mode->renderType = GLX_RGBA_BIT;
}
EGLBoolean
_eglConfigFromContextModesRec(_EGLConfig *conf, const __GLcontextModes *m,
EGLint conformant, EGLint renderable_type)
{
EGLint config_caveat, surface_type;
if (!m->rgbMode || !(m->renderType & GLX_RGBA_BIT))
return EGL_FALSE;
config_caveat = EGL_NONE;
if (m->visualRating == GLX_SLOW_CONFIG)
config_caveat = EGL_SLOW_CONFIG;
if (m->visualRating == GLX_NON_CONFORMANT_CONFIG)
conformant &= ~EGL_OPENGL_BIT;
if (!(conformant & EGL_OPENGL_ES_BIT))
config_caveat = EGL_NON_CONFORMANT_CONFIG;
surface_type = 0;
if (m->drawableType & GLX_WINDOW_BIT)
surface_type |= EGL_WINDOW_BIT;
if (m->drawableType & GLX_PIXMAP_BIT)
surface_type |= EGL_PIXMAP_BIT;
if (m->drawableType & GLX_PBUFFER_BIT)
surface_type |= EGL_PBUFFER_BIT;
SET_CONFIG_ATTRIB(conf, EGL_BUFFER_SIZE, m->rgbBits);
SET_CONFIG_ATTRIB(conf, EGL_RED_SIZE, m->redBits);
SET_CONFIG_ATTRIB(conf, EGL_GREEN_SIZE, m->greenBits);
SET_CONFIG_ATTRIB(conf, EGL_BLUE_SIZE, m->blueBits);
SET_CONFIG_ATTRIB(conf, EGL_ALPHA_SIZE, m->alphaBits);
SET_CONFIG_ATTRIB(conf, EGL_BIND_TO_TEXTURE_RGB, m->bindToTextureRgb);
SET_CONFIG_ATTRIB(conf, EGL_BIND_TO_TEXTURE_RGBA, m->bindToTextureRgba);
SET_CONFIG_ATTRIB(conf, EGL_COLOR_BUFFER_TYPE, EGL_RGB_BUFFER);
SET_CONFIG_ATTRIB(conf, EGL_CONFIG_CAVEAT, config_caveat);
SET_CONFIG_ATTRIB(conf, EGL_CONFORMANT, conformant);
SET_CONFIG_ATTRIB(conf, EGL_DEPTH_SIZE, m->depthBits);
SET_CONFIG_ATTRIB(conf, EGL_LEVEL, m->level);
SET_CONFIG_ATTRIB(conf, EGL_MAX_PBUFFER_WIDTH, m->maxPbufferWidth);
SET_CONFIG_ATTRIB(conf, EGL_MAX_PBUFFER_HEIGHT, m->maxPbufferHeight);
SET_CONFIG_ATTRIB(conf, EGL_MAX_PBUFFER_PIXELS, m->maxPbufferPixels);
SET_CONFIG_ATTRIB(conf, EGL_NATIVE_RENDERABLE, m->xRenderable);
SET_CONFIG_ATTRIB(conf, EGL_NATIVE_VISUAL_ID, m->visualID);
if (m->visualType != GLX_NONE)
SET_CONFIG_ATTRIB(conf, EGL_NATIVE_VISUAL_TYPE, m->visualType);
else
SET_CONFIG_ATTRIB(conf, EGL_NATIVE_VISUAL_TYPE, EGL_NONE);
SET_CONFIG_ATTRIB(conf, EGL_RENDERABLE_TYPE, renderable_type);
SET_CONFIG_ATTRIB(conf, EGL_SAMPLE_BUFFERS, m->sampleBuffers);
SET_CONFIG_ATTRIB(conf, EGL_SAMPLES, m->samples);
SET_CONFIG_ATTRIB(conf, EGL_STENCIL_SIZE, m->stencilBits);
SET_CONFIG_ATTRIB(conf, EGL_SURFACE_TYPE, surface_type);
if (m->transparentPixel == GLX_TRANSPARENT_RGB) {
SET_CONFIG_ATTRIB(conf, EGL_TRANSPARENT_TYPE, EGL_TRANSPARENT_RGB);
SET_CONFIG_ATTRIB(conf, EGL_TRANSPARENT_RED_VALUE, m->transparentRed);
SET_CONFIG_ATTRIB(conf, EGL_TRANSPARENT_GREEN_VALUE, m->transparentGreen);
SET_CONFIG_ATTRIB(conf, EGL_TRANSPARENT_BLUE_VALUE, m->transparentBlue);
}
else {
SET_CONFIG_ATTRIB(conf, EGL_TRANSPARENT_TYPE, EGL_NONE);
}
return EGL_TRUE;
}