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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.
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Sonicadvance1 committed Aug 16, 2013
1 parent 49963da commit 08b27bb
Showing 1 changed file with 0 additions and 11 deletions.
11 changes: 0 additions & 11 deletions Source/Core/DolphinWX/Src/GLInterface/EGL.cpp
Expand Up @@ -132,17 +132,6 @@ bool cInterfaceEGL::Create(void *&window_handle)
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);

window_handle = (void *)GLWin.native_window;
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