[英]How to create EGL context on NVidia Desktop
我正在尋找一個代碼snipet來在桌面NVidia上創建EGL上下文。
我知道在Windows上,NVidia通過擴展WGL_EXT_create_context_es_profile和WGL_EXT_create_context_es2_profile公開EGL。
在Linux上,NVidia允許EGL通過GLX_EXT_create_context_es_profile和GLX_EXT_create_context_es2_profile擴展。
但我無法找到一個示例或示例代碼來使其運行。
經過一番努力,我得到了類似下面的東西。
基本的是通過手動或使用GLEW獲得所需的擴展,創建虛擬上下文,然后創建GL-ES上下文。 清除時忽略錯誤處理。
/**
* adapted from
* from https://www.opengl.org/wiki/Tutorial:_OpenGL_3.1_The_First_Triangle_%28C%2B%2B/Win%29
*/
bool CGLRenderer::CreateGLContext(CDC* pDC){
PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, //Flags
PFD_TYPE_RGBA, //The kind of framebuffer. RGBA or palette.
32, //Colordepth of the framebuffer.
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
24, //Number of bits for the depthbuffer
8, //Number of bits for the stencilbuffer
0, //Number of Aux buffers in the framebuffer.
PFD_MAIN_PLANE,
0,
0, 0, 0
};
int nPixelFormat = ChoosePixelFormat(pDC->m_hDC, &pfd);
if (nPixelFormat == 0) return false;
BOOL bResult = SetPixelFormat (pDC->m_hDC, nPixelFormat, &pfd);
if (!bResult) return false;
HGLRC tempContext = wglCreateContext(pDC->m_hDC);
wglMakeCurrent(pDC->m_hDC, tempContext);
// Using GLEW. Init it after ctx creation
GLenum err = glewInit();
if (GLEW_OK != err){
AfxMessageBox(_T("GLEW is not initialized!"));
}
// create OPENGL ES 2 profile. It may return a compatible, but higher GL-ES, as 3.0 or 3.1
int attribList[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 2,
WGL_CONTEXT_MINOR_VERSION_ARB, 0,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_ES2_PROFILE_BIT_EXT,
0,
};
if(wglewIsSupported("WGL_ARB_create_context") == 1){
m_hrc = wglCreateContextAttribsARB(pDC->m_hDC,0, attribs);
wglMakeCurrent(NULL,NULL);
wglDeleteContext(tempContext);
wglMakeCurrent(pDC->m_hDC, m_hrc);
}else{ //Failed to create a GL-ES context.
m_hrc = NULL;
}
//Debug info - print out GL version
const GLubyte *glVersionString = glGetString(GL_VERSION);
const char *vendorChar = (char*)glGetString(GL_VENDOR);
const char *rendererChar = (char*)glGetString(GL_RENDERER);
int glVersion[2] = {-1,-1};
glGetIntegerv(GL_MAJOR_VERSION,&glVersion[0]);
glGetIntegerv(GL_MINOR_VERSION,&glVersion[1]);
cout<<"GL version string: "<< glVersionString << <<endl;
cout<<"OpenGL version: "<<glVersion[0]<<"."<<glVersion[1]<<endl;
cout<<"GPU: "<<vendorChar<<" - "<<rendererChar<<endl;
if (!m_hrc) return false;
return true;
} // end of CreateGLContext
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