ltk::egl_context

Struct EglContext

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pub struct EglContext {
    pub egl: Arc<DynamicInstance<EGL1_4>>,
    pub display: Display,
    pub config: Config,
    pub context: Context,
    pub version: GlesVersion,
    /* private fields */
}
Expand description

Process-wide EGL display + GLES context. Cheap to clone because the heavy state (Arc<EglInstance>, Arc<glow::Context>) is reference-counted; the raw EGL handles are POD.

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§egl: Arc<DynamicInstance<EGL1_4>>§display: Display§config: Config§context: Context§version: GlesVersion

Implementations§

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impl EglContext

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pub fn new(conn: &Connection) -> Result<Self, String>

Initialise EGL on conn. Returns Err( reason ) if EGL cannot be used (forced software, library missing, no compatible config, ES2/3 context creation failed). The caller falls back to SHM and is expected to log via log_software_fallback.

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pub fn gl(&self) -> &Arc<Context>

Access the lazily-constructed glow::Context. Must be called only after the first successful make_current; panics otherwise.

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pub fn create_surface( &self, wl_surface: &WlSurface, width: i32, height: i32, ) -> Result<EglSurface, String>

Create an EGLSurface pinned to wl_surface at the given pixel size.

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pub fn make_current(&self, surface: &EglSurface) -> Result<(), String>

Make surface current for subsequent GL calls. The first successful call lazily constructs the shared glow::Context (glow needs a live current context to read GL_VERSION during initialisation).

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pub fn swap_buffers(&self, surface: &EglSurface) -> Result<(), String>

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pub fn swap_buffers_with_damage( &self, surface: &EglSurface, rects: &[(i32, i32, i32, i32)], ) -> Result<(), String>

Like Self::swap_buffers but submits explicit damage rects so Mesa emits proper wl_surface.damage_buffer requests instead of its INT32_MAX-everywhere sentinel. Falls back to plain swap_buffers when the extension is unavailable — that path still works on cooperative compositors but trips over the sentinel on others (see the crate-private SwapBuffersWithDamageFn type alias above for the underlying rationale).

Each rect is (x, y, width, height) in EGL window coordinates (origin at the bottom-left, in physical pixels). Callers that work in top-left screen coords must flip Y before passing them in. For full-surface damage, (0, 0, w, h) is correct in either convention.

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