ffi #jni_main: jni_java_emit + android.sx + manifest fixes; chess on Pixel
Combined slice — gets chess rendering on a Pixel 7 Pro via the
`#jni_main` pipeline. Half-dozen jni_java_emit fixes plus the rebuilt
stdlib android module:
jni_java_emit:
- `#implements Alias;` body members render as Java `implements`
clauses on the class header (space-separated, registry-resolved).
- Drop the implicit `super.<method>(args)` call from the @Override
delegate — interface impls (SurfaceHolder.Callback) have no
super; user calls super explicitly from sx-side via
`super.method(args)` lowered to `CallNonvirtual<T>Method`.
- `static { System.loadLibrary("<libname>"); }` static init block,
lib name derived from the build's `-o` basename.
- `name: Type;` body items render as private Java fields.
- `$` (JNI nested-class shape) → `.` in Java source: e.g.
`android/view/SurfaceHolder$Callback` → `android.view.SurfaceHolder.Callback`.
- Non-void @Override bodies `return` the native delegate's result.
lower.zig:
- `super.method(args)` sugar inside a `#jni_main` (or any
sx-defined `#jni_class`) bodied method lowers to JNI
`CallNonvirtual<T>Method` with the parent class resolved via
`#extends` (default Activity).
- `Alias.new(args)` constructor sugar lowers to JNI
`FindClass + GetMethodID("<init>", sig) + NewObject`.
- `jniMapParamType` stops erasing pointer types so method dispatch
on foreign-class params (`holder.getSurface()`) resolves.
- synthesizeJniMainStub pushes the env arg onto the lexical
`#jni_env` stack so omitted-env `#jni_call` and `super.method`
sites see it.
target.zig:
- Manifest synthesised from `#jni_main` adds
`android:theme="@android:style/Theme.DeviceDefault.NoActionBar.Fullscreen"`
so sx apps own the whole window (no title strip, no status bar).
library/modules/platform/android.sx (NEW):
- Replaces the retired NativeActivity-based module under #jni_main.
- Foreign-class decls for Bundle / Context / Surface / SurfaceHolder
/ SurfaceView / MotionEvent / View / Activity / SurfaceHolderCallback /
AssetManagerJ.
- libandroid / EGL / pthread foreign C decls.
- Helpers consumers call from their Activity body:
`sx_android_forward_assets(env, ctx)`,
`sx_android_attach_window(env, holder)`,
`sx_android_detach_window()`,
`sx_android_set_viewport(w, h)`,
`sx_android_start_render_thread(main_fn)`,
`sx_android_push_touch(action, x, y)`.
- Render thread brings up EGL on the ANativeWindow then calls the
user-supplied entry fn pointer.
- `AndroidPlatform` struct + `impl Platform` (init / begin_frame /
end_frame / poll_events / safe_insets / keyboard / show_keyboard /
hide_keyboard / stop / shutdown / run_frame_loop).
End-to-end verified on a Pixel 7 Pro: chess APK builds via
`sx build --target android --apk ... --bundle-id ... -o ...`, installs
via `adb install -r`, launches and renders the chess board with all
pieces in starting position. No title strip, no flicker. Touch events
reach `sx_android_push_touch` and drain through `poll_events` (debug-
verified) — chess's pipeline-side hit-test routing + DPI-correct
sizing remain as follow-ups.
138 host / 8 cross / `zig build test` all green.
This commit is contained in:
397
library/modules/platform/android.sx
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397
library/modules/platform/android.sx
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@@ -0,0 +1,397 @@
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// Android backend driven by a `#jni_main` Activity (no native_app_glue).
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//
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// Lifecycle:
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//
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// 1. Java `SxApp.onCreate(b)` → native `sx_onCreate`: stash JNIEnv* +
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// Activity globals, install the AAssetManager into the C file_utils,
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// construct a `SurfaceView`, register `SxApp` as its
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// SurfaceHolder.Callback, set as Activity content view.
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// 2. Java `SxApp.surfaceCreated(holder)` → native `sx_surfaceCreated`:
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// extract the ANativeWindow from the holder's Surface, then
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// `pthread_create` the render thread on first delivery.
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// 3. Render thread: brings up EGL on the ANativeWindow, then calls
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// `sx_app_main()` — the user's entry-point, which sets up the
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// AndroidPlatform / GPU / pipeline globals and ends in
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// `run_frame_loop(closure(frame))`.
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// 4. `run_frame_loop` drives the loop: drain touch events queue,
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// invoke `frame_fn`, `eglSwapBuffers`, sleep ~1ms.
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// 5. Java `onTouchEvent` → native `sx_onTouchEvent`: push the
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// (action,x,y) tuple onto a mutex-guarded queue. `poll_events`
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// drains the queue into the platform's standard `Event` shape.
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//
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// Vulkan-compatible: same ANativeWindow drives `vkCreate*SurfaceKHR`
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// without changing the lifecycle.
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#import "modules/std.sx";
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#import "modules/compiler.sx";
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#import "modules/ui/types.sx";
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#import "modules/ui/events.sx";
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#import "modules/platform/types.sx";
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#import "modules/platform/api.sx";
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// ── Foreign Java types ──────────────────────────────────────────────────
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Bundle :: #foreign #jni_class("android/os/Bundle") { }
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JContext :: #foreign #jni_class("android/content/Context") {
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getAssets :: (self: *Self) -> *AssetManagerJ;
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}
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AssetManagerJ :: #foreign #jni_class("android/content/res/AssetManager") { }
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Surface :: #foreign #jni_class("android/view/Surface") { }
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SurfaceHolder :: #foreign #jni_class("android/view/SurfaceHolder") {
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getSurface :: (self: *Self) -> *Surface;
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addCallback :: (self: *Self, cb: *SurfaceHolderCallback);
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}
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SurfaceView :: #foreign #jni_class("android/view/SurfaceView") {
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static new :: (ctx: *JContext) -> *Self;
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getHolder :: (self: *Self) -> *SurfaceHolder;
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}
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SurfaceHolderCallback :: #foreign #jni_class("android/view/SurfaceHolder$Callback") { }
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MotionEvent :: #foreign #jni_class("android/view/MotionEvent") {
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getAction :: (self: *Self) -> s32;
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getX :: (self: *Self) -> f32;
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getY :: (self: *Self) -> f32;
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}
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JView :: #foreign #jni_class("android/view/View") { }
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ActivityClass :: #foreign #jni_class("android/app/Activity") {
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setContentView :: (self: *Self, v: *JView);
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}
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// ── Foreign C/NDK decls ─────────────────────────────────────────────────
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// C side of file_utils — installs the AAssetManager so `read_file_bytes`
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// can route through `AAssetManager_open` when running on Android.
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sx_android_set_asset_manager :: (mgr: *void) #foreign;
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__android_log_print :: (prio: s32, tag: *u8, fmt: *u8) -> s32 #foreign;
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usleep :: (us: u32) -> s32 #foreign;
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// libandroid
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ANativeWindow_fromSurface :: (env: *void, surface: *void) -> *void #foreign;
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ANativeWindow_release :: (window: *void) #foreign;
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ANativeWindow_getWidth :: (window: *void) -> s32 #foreign;
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ANativeWindow_getHeight :: (window: *void) -> s32 #foreign;
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ANativeWindow_setBuffersGeometry :: (w: *void, width: s32, height: s32, fmt: s32) -> s32 #foreign;
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AAssetManager_fromJava :: (env: *void, mgr: *void) -> *void #foreign;
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// pthread (link libpthread is built into bionic).
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pthread_create :: (thread: *u64, attr: *void, start: (*void) -> *void, arg: *void) -> s32 #foreign;
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pthread_mutex_init :: (m: *void, attr: *void) -> s32 #foreign;
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pthread_mutex_lock :: (m: *void) -> s32 #foreign;
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pthread_mutex_unlock :: (m: *void) -> s32 #foreign;
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// EGL. Constants from <EGL/egl.h>. We bring up an ES3 context with a
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// 24-bit RGB framebuffer + 24-bit depth (same shape chess used under
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// the legacy NDK path).
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EGL_DEFAULT_DISPLAY :: 0;
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EGL_NO_DISPLAY :*void: null;
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EGL_NO_CONTEXT :*void: null;
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EGL_NO_SURFACE :*void: null;
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EGL_TRUE :u32: 1;
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EGL_FALSE :u32: 0;
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EGL_NONE :s32: 0x3038;
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EGL_RED_SIZE :s32: 0x3024;
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EGL_GREEN_SIZE :s32: 0x3023;
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EGL_BLUE_SIZE :s32: 0x3022;
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EGL_ALPHA_SIZE :s32: 0x3021;
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EGL_DEPTH_SIZE :s32: 0x3025;
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EGL_RENDERABLE_TYPE :s32: 0x3040;
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EGL_SURFACE_TYPE :s32: 0x3033;
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EGL_OPENGL_ES3_BIT :s32: 0x00000040;
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EGL_WINDOW_BIT :s32: 0x0004;
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EGL_NATIVE_VISUAL_ID :s32: 0x302E;
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EGL_CONTEXT_CLIENT_VERSION :s32: 0x3098;
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eglGetDisplay :: (id: u64) -> *void #foreign;
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eglInitialize :: (d: *void, major: *s32, minor: *s32) -> u32 #foreign;
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eglChooseConfig :: (d: *void, attrs: *s32, configs: **void, sz: s32, num: *s32) -> u32 #foreign;
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eglGetConfigAttrib :: (d: *void, cfg: *void, attr: s32, value: *s32) -> u32 #foreign;
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eglCreateContext :: (d: *void, cfg: *void, share: *void, attrs: *s32) -> *void #foreign;
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eglCreateWindowSurface :: (d: *void, cfg: *void, window: *void, attrs: *s32) -> *void #foreign;
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eglMakeCurrent :: (d: *void, draw: *void, read: *void, ctx: *void) -> u32 #foreign;
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eglSwapBuffers :: (d: *void, surface: *void) -> u32 #foreign;
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eglDestroyContext :: (d: *void, ctx: *void) -> u32 #foreign;
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eglDestroySurface :: (d: *void, surface: *void) -> u32 #foreign;
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eglTerminate :: (d: *void) -> u32 #foreign;
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// ── Module-level state ──────────────────────────────────────────────────
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g_activity : *void = null; // global ref to the SxApp jobject (saved env can't outlive scope)
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g_app_window : *void = null; // ANativeWindow from surfaceCreated
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g_egl_display : *void = null;
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g_egl_context : *void = null;
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g_egl_surface : *void = null;
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g_egl_config : *void = null;
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g_viewport_w : s32 = 0;
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g_viewport_h : s32 = 0;
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// Defaults to 1.0 until a proper density query lands. Chess's pipeline
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// uses `viewport_w/h` as the layout space and `dpi_scale` to scale
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// rendering; mismatches cause layout drift / shrinking.
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g_dpi_scale : f32 = 1.0;
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g_should_stop : bool = false;
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g_render_thread_started : bool = false;
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g_render_thread : u64 = 0;
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g_frame_fn : Closure() = ---;
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g_frame_fn_set : bool = false;
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// Touch event queue. Single-producer (Java UI thread) / single-consumer
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// (render thread); a small ring buffer guarded by a pthread mutex is
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// enough — chess only generates touches on user interaction so contention
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// is rare.
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TouchEvent :: struct {
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action: s32;
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x: f32;
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y: f32;
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}
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g_touch_queue : [64]TouchEvent = ---;
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g_touch_head : u32 = 0;
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g_touch_tail : u32 = 0;
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// pthread_mutex_t is 40 bytes on bionic (NDK 26+); over-size to 64 for safety.
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g_touch_mutex_storage : [64]u8 = ---;
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g_touch_mutex_inited : bool = false;
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// ── #jni_main Activity ──────────────────────────────────────────────────
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// ── User-facing helpers for the consumer's `#jni_main` Activity ────────
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//
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// The consumer (chess, etc.) writes their own `SxApp :: #jni_main
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// #jni_class("...")` declaration with `#implements SurfaceHolderCallback`
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// and the standard lifecycle methods. This file provides the primitives
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// those methods call:
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//
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// - `sx_android_forward_assets(env, activity)` from onCreate.
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// - `sx_android_attach_window(env, holder)` from surfaceCreated.
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// - `sx_android_detach_window()` from surfaceDestroyed.
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// - `sx_android_set_viewport(w, h)` from surfaceChanged.
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// - `sx_android_start_render_thread(main_fn)` once the surface is up.
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// - `sx_android_push_touch(action, x, y)` from onTouchEvent.
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// Extract the AAssetManager from the Activity and install it into the
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// C file_utils so `read_file_bytes` can route through `AAssetManager_open`.
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// Call this from your Activity's `onCreate` (BEFORE any asset read).
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sx_android_forward_assets :: (env: *void, activity: *JContext) {
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#jni_env(env) {
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assets := activity.getAssets();
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aam := AAssetManager_fromJava(env, xx assets);
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sx_android_set_asset_manager(aam);
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}
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}
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// Extract the ANativeWindow from a SurfaceHolder. Call this from your
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// Activity's `surfaceCreated`. The window stays valid until
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// `sx_android_detach_window` runs (typically in `surfaceDestroyed`).
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sx_android_attach_window :: (env: *void, holder: *SurfaceHolder) {
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#jni_env(env) {
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surface := holder.getSurface();
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g_app_window = ANativeWindow_fromSurface(env, xx surface);
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}
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}
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sx_android_detach_window :: () {
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if g_app_window != null {
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ANativeWindow_release(g_app_window);
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g_app_window = null;
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}
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}
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sx_android_set_viewport :: (w: s32, h: s32) {
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g_viewport_w = w;
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g_viewport_h = h;
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}
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// Start the render thread that brings up EGL on `g_app_window` and calls
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// the user-supplied `entry_fn` (typically the user's `main`). Safe to
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// call once after `sx_android_attach_window` has set the window.
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sx_android_start_render_thread :: (entry_fn: () -> void) {
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if g_render_thread_started { return; }
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g_user_main_fn = entry_fn;
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pthread_create(@g_render_thread, null, sx_android_render_thread_entry, null);
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g_render_thread_started = true;
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}
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g_user_main_fn : () -> void = null;
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sx_android_render_thread_entry :: (arg: *void) -> *void {
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while g_app_window == null and !g_should_stop {
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usleep(1000);
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}
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if g_should_stop { return null; }
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if !sx_android_egl_init() {
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__android_log_print(6, "sxapp".ptr, "EGL bootstrap failed\n".ptr);
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return null;
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}
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if g_user_main_fn != null {
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g_user_main_fn();
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}
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null;
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}
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// Bring up EGL on g_app_window. Sets g_egl_display / g_egl_context /
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// g_egl_surface and makes the context current. Returns false on any
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// failure — caller bails on the render thread.
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sx_android_egl_init :: () -> bool {
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g_egl_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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if g_egl_display == EGL_NO_DISPLAY { return false; }
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major : s32 = 0;
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minor : s32 = 0;
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if eglInitialize(g_egl_display, @major, @minor) == EGL_FALSE { return false; }
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cfg_attrs : [13]s32 = .{
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT,
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_DEPTH_SIZE, 24,
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EGL_NONE,
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};
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num_cfg : s32 = 0;
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if eglChooseConfig(g_egl_display, @cfg_attrs[0], @g_egl_config, 1, @num_cfg) == EGL_FALSE { return false; }
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if num_cfg < 1 { return false; }
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visual_id : s32 = 0;
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eglGetConfigAttrib(g_egl_display, g_egl_config, EGL_NATIVE_VISUAL_ID, @visual_id);
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ANativeWindow_setBuffersGeometry(g_app_window, 0, 0, visual_id);
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ctx_attrs : [3]s32 = .{ EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE };
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g_egl_context = eglCreateContext(g_egl_display, g_egl_config, EGL_NO_CONTEXT, @ctx_attrs[0]);
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if g_egl_context == EGL_NO_CONTEXT { return false; }
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g_egl_surface = eglCreateWindowSurface(g_egl_display, g_egl_config, g_app_window, null);
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if g_egl_surface == EGL_NO_SURFACE { return false; }
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if eglMakeCurrent(g_egl_display, g_egl_surface, g_egl_surface, g_egl_context) == EGL_FALSE { return false; }
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g_viewport_w = ANativeWindow_getWidth(g_app_window);
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g_viewport_h = ANativeWindow_getHeight(g_app_window);
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true;
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}
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// ── Touch event queue ───────────────────────────────────────────────────
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sx_android_push_touch :: (action: s32, x: f32, y: f32) {
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sx_android_ensure_touch_mutex();
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pthread_mutex_lock(xx @g_touch_mutex_storage[0]);
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next := (g_touch_tail + 1) % 64;
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if next != g_touch_head { // drop on full
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g_touch_queue[g_touch_tail] = TouchEvent.{ action = action, x = x, y = y };
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g_touch_tail = next;
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}
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pthread_mutex_unlock(xx @g_touch_mutex_storage[0]);
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}
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sx_android_drain_touches :: (out: *List(Event)) {
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sx_android_ensure_touch_mutex();
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pthread_mutex_lock(xx @g_touch_mutex_storage[0]);
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while g_touch_head != g_touch_tail {
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t := g_touch_queue[g_touch_head];
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g_touch_head = (g_touch_head + 1) % 64;
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// MotionEvent actions: 0=DOWN, 1=UP, 2=MOVE. Map onto chess's
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// existing mouse Event variants — touch becomes a left-button
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// mouse on the same screen coords; delta unused on Android.
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pos : Point = .{ x = t.x, y = t.y };
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if t.action == 0 {
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out.append(.mouse_down(.{ position = pos, button = .left }));
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} else if t.action == 1 {
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out.append(.mouse_up(.{ position = pos, button = .left }));
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} else if t.action == 2 {
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out.append(.mouse_moved(.{ position = pos, delta = .{ x = 0, y = 0 } }));
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}
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}
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pthread_mutex_unlock(xx @g_touch_mutex_storage[0]);
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}
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sx_android_ensure_touch_mutex :: () {
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if g_touch_mutex_inited { return; }
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pthread_mutex_init(xx @g_touch_mutex_storage[0], null);
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g_touch_mutex_inited = true;
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}
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// ── AndroidPlatform ─────────────────────────────────────────────────────
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AndroidPlatform :: struct {
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title: [:0]u8 = "";
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width: s32 = 0;
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height: s32 = 0;
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events: List(Event) = .{};
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}
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impl Platform for AndroidPlatform {
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init :: (self: *AndroidPlatform, title: [:0]u8, w: s32, h: s32) -> bool {
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self.title = title;
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self.width = w;
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self.height = h;
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true;
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}
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|
||||
begin_frame :: (self: *AndroidPlatform) -> FrameContext {
|
||||
FrameContext.{
|
||||
viewport_w = xx g_viewport_w,
|
||||
viewport_h = xx g_viewport_h,
|
||||
pixel_w = g_viewport_w,
|
||||
pixel_h = g_viewport_h,
|
||||
dpi_scale = g_dpi_scale,
|
||||
delta_time = 0.016,
|
||||
target_present_time = 0.0,
|
||||
};
|
||||
}
|
||||
|
||||
end_frame :: (self: *AndroidPlatform) {
|
||||
if g_egl_display != null and g_egl_surface != null {
|
||||
eglSwapBuffers(g_egl_display, g_egl_surface);
|
||||
}
|
||||
}
|
||||
|
||||
poll_events :: (self: *AndroidPlatform) -> []Event {
|
||||
self.events.len = 0;
|
||||
sx_android_drain_touches(@self.events);
|
||||
result : []Event = ---;
|
||||
result.ptr = self.events.items;
|
||||
result.len = self.events.len;
|
||||
result;
|
||||
}
|
||||
|
||||
safe_insets :: (self: *AndroidPlatform) -> EdgeInsets {
|
||||
EdgeInsets.{};
|
||||
}
|
||||
|
||||
keyboard :: (self: *AndroidPlatform) -> KeyboardState {
|
||||
KeyboardState.zero();
|
||||
}
|
||||
show_keyboard :: (self: *AndroidPlatform) { }
|
||||
hide_keyboard :: (self: *AndroidPlatform) { }
|
||||
|
||||
run_frame_loop :: (self: *AndroidPlatform, frame_fn: Closure()) {
|
||||
g_frame_fn = frame_fn;
|
||||
g_frame_fn_set = true;
|
||||
// `frame_fn` is expected to call `g_plat.end_frame()` which does
|
||||
// the `eglSwapBuffers` — don't swap again here or the back buffer
|
||||
// is presented twice per render, alternating with the previous
|
||||
// frame's contents → visible flicker.
|
||||
while !g_should_stop {
|
||||
frame_fn();
|
||||
usleep(1000);
|
||||
}
|
||||
}
|
||||
|
||||
stop :: (self: *AndroidPlatform) {
|
||||
g_should_stop = true;
|
||||
}
|
||||
|
||||
shutdown :: (self: *AndroidPlatform) {
|
||||
if g_egl_display != null {
|
||||
eglMakeCurrent(g_egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
||||
if g_egl_surface != null { eglDestroySurface(g_egl_display, g_egl_surface); g_egl_surface = null; }
|
||||
if g_egl_context != null { eglDestroyContext(g_egl_display, g_egl_context); g_egl_context = null; }
|
||||
eglTerminate(g_egl_display);
|
||||
g_egl_display = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user