// // Copyright 2020 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // DeviceEAGL.cpp: EAGL implementation of egl::Device #import "common/platform.h" #if defined(ANGLE_PLATFORM_IOS) # include "libANGLE/renderer/gl/eagl/DeviceEAGL.h" # include "libANGLE/renderer/gl/eagl/DisplayEAGL.h" # include namespace rx { DeviceEAGL::DeviceEAGL() {} DeviceEAGL::~DeviceEAGL() {} egl::Error DeviceEAGL::initialize() { return egl::NoError(); } egl::Error DeviceEAGL::getAttribute(const egl::Display *display, EGLint attribute, void **outValue) { DisplayEAGL *displayImpl = GetImplAs(display); switch (attribute) { case EGL_EAGL_CONTEXT_ANGLE: *outValue = displayImpl->getEAGLContext(); break; default: return egl::EglBadAttribute(); } return egl::NoError(); } EGLint DeviceEAGL::getType() { return 0; } void DeviceEAGL::generateExtensions(egl::DeviceExtensions *outExtensions) const { outExtensions->deviceEAGL = true; } } // namespace rx #endif // defined(ANGLE_PLATFORM_IOS)