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Table of Contents
1 Overview
2 EGL Operation
2.1 Native Window System and Rendering APIs
2.1.1 Scalar Types
2.1.2 Displays
2.2 Rendering Contexts and Drawing Surfaces
2.2.1 Using Rendering Contexts
2.2.2 Rendering Models
2.2.3 Interaction With Native Rendering
2.3 Direct Rendering and Address Spaces
2.4 Shared State
2.4.1 OpenGL and OpenGL ES Texture Objects
2.4.2 OpenGL and OpenGL ES Buffer Objects
2.5 Multiple Threads
2.6 Power Management
3 EGL Functions and Errors
3.1 Errors
3.2 Initialization
3.3 EGL Versioning
3.4 Configuration Management
3.4.1 Querying Configurations
3.4.2 Lifetime of Configurations
3.4.3 Querying Configuration Attributes
3.5 Rendering Surfaces
3.5.1 Creating On-Screen Rendering Surfaces
3.5.2 Creating Off-Screen Rendering Surfaces
3.5.3 Binding Off-Screen Rendering Surfaces To Client Buffers
3.5.4 Creating Native Pixmap Rendering Surfaces
3.5.5 Destroying Rendering Surfaces
3.5.6 Surface Attributes
3.6 Rendering to Textures
3.6.1 Binding a Surface to a OpenGL ES Texture
3.6.2 Releasing a Surface from an OpenGL ES Texture
3.6.3 Implementation Caveats
3.7 Rendering Contexts
3.7.1 Creating Rendering Contexts
3.7.2 Destroying Rendering Contexts
3.7.3 Binding Contexts and Drawables
3.7.4 Context Queries
3.8 Synchronization Primitives
3.9 Posting the Color Buffer
3.9.1 Posting to a Window
3.9.2 Copying to a Native Pixmap
3.9.3 Posting Semantics
3.9.4 Posting Errors
3.10 Obtaining Extension Function Pointers
3.11 Releasing Thread State
4 Extending EGL
5 EGL Versions, Header Files, and Enumerants
5.1 Header Files
5.2 Compile-Time Version Detection
5.3 Enumerant Values and Header Portability
6 Glossary
A Version 1.0
A.1 Acknowledgements
B Version 1.1
B.1 Revision 1.1.2
B.2 Acknowledgements
C Version 1.2
C.1 Acknowledgements
D Version 1.3
D.1 Acknowledgements
E Version 1.4
E.1 Updates to EGL 1.4
E.2 Acknowledgements