Capital-Foreign + stale-identifier comment refs: library (Foreign Java types→Runtime, foreign-class→runtime-class, foreign_class_map→runtime_class_map); docs/debugger (foreign call→extern call); docs/fork-c ledger (foreign_class_map, protocol/foreign→ runtime-class); docs/inline-asm-design Deviation-6 obsolete #foreign-vs-extern design RESOLVED to the landed extern/export reality; example comments (parseForeignClassDecl→ parseRuntimeClassDecl, checkForeignRefs→checkExternRefs, Foreign decls→Extern). Docs/ comments only — no build impact.
457 lines
19 KiB
Plaintext
457 lines
19 KiB
Plaintext
// 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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// State model: every piece of mutable Android-backend state lives on
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// `AndroidPlatform` (the EGL handles, the ANativeWindow, the render
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// thread, the touch ring, the frame closure, the user main fn, the
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// touch mutex). Module-level globals are out — they shadow consumer
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// globals on `#import` and produced an integer/float-shadowing render
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// regression on chess before we eliminated them.
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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/build.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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// ── Runtime Java types ──────────────────────────────────────────────────
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Bundle :: #jni_class("android/os/Bundle") extern { }
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JContext :: #jni_class("android/content/Context") extern {
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getAssets :: (self: *Self) -> *AssetManagerJ;
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}
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AssetManagerJ :: #jni_class("android/content/res/AssetManager") extern { }
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Surface :: #jni_class("android/view/Surface") extern { }
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SurfaceHolder :: #jni_class("android/view/SurfaceHolder") extern {
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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 :: #jni_class("android/view/SurfaceView") extern {
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new :: (ctx: *JContext) -> *Self; // no `self: *Self` → class method
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getHolder :: (self: *Self) -> *SurfaceHolder;
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}
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SurfaceHolderCallback :: #jni_class("android/view/SurfaceHolder$Callback") extern { }
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MotionEvent :: #jni_class("android/view/MotionEvent") extern {
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getAction :: (self: *Self) -> i32;
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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 :: #jni_class("android/view/View") extern { }
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ActivityClass :: #jni_class("android/app/Activity") extern {
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setContentView :: (self: *Self, v: *JView);
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}
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// ── Extern 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) extern;
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__android_log_print :: (prio: i32, tag: *u8, fmt: *u8) -> i32 extern;
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usleep :: (us: u32) -> i32 extern;
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// libandroid
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ANativeWindow_fromSurface :: (env: *void, surface: *void) -> *void extern;
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ANativeWindow_release :: (window: *void) extern;
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ANativeWindow_getWidth :: (window: *void) -> i32 extern;
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ANativeWindow_getHeight :: (window: *void) -> i32 extern;
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ANativeWindow_setBuffersGeometry :: (w: *void, width: i32, height: i32, fmt: i32) -> i32 extern;
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AAssetManager_fromJava :: (env: *void, mgr: *void) -> *void extern;
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// pthread (link libpthread is built into bionic).
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pthread_create :: (thread: *u64, attr: *void, start: (*void) -> *void callconv(.c), arg: *void) -> i32 extern;
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pthread_mutex_init :: (m: *void, attr: *void) -> i32 extern;
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pthread_mutex_lock :: (m: *void) -> i32 extern;
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pthread_mutex_unlock :: (m: *void) -> i32 extern;
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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 :i32: 0x3038;
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EGL_RED_SIZE :i32: 0x3024;
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EGL_GREEN_SIZE :i32: 0x3023;
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EGL_BLUE_SIZE :i32: 0x3022;
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EGL_ALPHA_SIZE :i32: 0x3021;
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EGL_DEPTH_SIZE :i32: 0x3025;
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EGL_RENDERABLE_TYPE :i32: 0x3040;
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EGL_SURFACE_TYPE :i32: 0x3033;
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EGL_OPENGL_ES3_BIT :i32: 0x00000040;
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EGL_WINDOW_BIT :i32: 0x0004;
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EGL_NATIVE_VISUAL_ID :i32: 0x302E;
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EGL_CONTEXT_CLIENT_VERSION :i32: 0x3098;
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eglGetDisplay :: (id: u64) -> *void extern;
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eglInitialize :: (d: *void, major: *i32, minor: *i32) -> u32 extern;
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eglChooseConfig :: (d: *void, attrs: *i32, configs: **void, sz: i32, num: *i32) -> u32 extern;
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eglGetConfigAttrib :: (d: *void, cfg: *void, attr: i32, value: *i32) -> u32 extern;
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eglCreateContext :: (d: *void, cfg: *void, share: *void, attrs: *i32) -> *void extern;
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eglCreateWindowSurface :: (d: *void, cfg: *void, window: *void, attrs: *i32) -> *void extern;
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eglMakeCurrent :: (d: *void, draw: *void, read: *void, ctx: *void) -> u32 extern;
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eglSwapBuffers :: (d: *void, surface: *void) -> u32 extern;
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eglDestroyContext :: (d: *void, ctx: *void) -> u32 extern;
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eglDestroySurface :: (d: *void, surface: *void) -> u32 extern;
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eglTerminate :: (d: *void) -> u32 extern;
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// ── Touch ring ──────────────────────────────────────────────────────────
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TouchEvent :: struct {
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action: i32;
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x: f32;
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y: f32;
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}
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// ── AndroidPlatform ─────────────────────────────────────────────────────
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//
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// Every per-instance piece of state — EGL handles, ANativeWindow, render
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// thread, touch ring + mutex, frame closure, user main fn — lives here.
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// No module-level globals: a previous shape had `g_viewport_w : i32` at
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// module scope, which silently shadowed chess's own
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// `g_viewport_w : f32` on `#import` and caused the renderer to receive
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// a logical width cast to i32 instead of the physical pixel width.
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//
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// `logical_w` is the consumer's design width in points (e.g. chess sets
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// 414 to match an iPhone 12 layout). `begin_frame` derives `dpi_scale`
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// from `pixel_w / logical_w` so the renderer sees the design canvas
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// regardless of physical density. Touch coords are divided by the same
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// scale before delivery so layout-side hit-testing matches.
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AndroidPlatform :: struct {
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title: [:0]u8 = "";
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width: i32 = 0;
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height: i32 = 0;
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// Set by consumer code BEFORE `init` if a fixed design width is
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// wanted (chess uses 414). When 0, the platform reports
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// viewport = pixel (1:1 logical/physical) — same as the legacy
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// hardcoded `dpi_scale = 1.0` behaviour.
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logical_w: f32 = 0.0;
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// ANativeWindow + EGL state (set up by sx_android_attach_window +
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// egl_init on the render thread).
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app_window: *void = null;
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egl_display: *void = null;
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egl_context: *void = null;
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egl_surface: *void = null;
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egl_config: *void = null;
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// Pixel-size from ANativeWindow_get{Width,Height}; derived dpi_scale
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// (pixel_w / logical_w when logical_w > 0, else 1.0).
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pixel_w: i32 = 0;
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pixel_h: i32 = 0;
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dpi_scale: f32 = 1.0;
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// Render thread lifecycle. `user_main_fn` is the consumer's `main`
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// entry, invoked once EGL is current. `should_stop` is checked in
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// the frame loop; `stop()` flips it.
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render_thread: u64 = 0;
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render_thread_started: bool = false;
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user_main_fn: () -> void = ---;
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should_stop: bool = false;
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frame_closure: ?Closure() = null;
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events: List(Event) = .{};
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// Touch ring: single-producer (Java UI thread via sx_android_push_touch)
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// / single-consumer (render thread via sx_android_drain_touches).
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// pthread_mutex_t is 40 bytes on bionic (NDK 26+); over-size to 64
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// for safety. `touch_mutex_inited` tracks lazy init on first use.
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touch_queue: [64]TouchEvent = ---;
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touch_head: u32 = 0;
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touch_tail: u32 = 0;
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touch_mutex_storage: [64]u8 = ---;
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touch_mutex_inited: bool = false;
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}
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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(plat, env, holder)` from surfaceCreated.
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// - `sx_android_detach_window(plat)` from surfaceDestroyed.
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// - `sx_android_set_viewport(plat, w, h)` from surfaceChanged.
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// - `sx_android_start_render_thread(plat, main_fn)` once the surface
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// is up.
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// - `sx_android_push_touch(plat, 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 and stash it on `plat`.
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// Call this from your Activity's `surfaceCreated`. The window stays
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// valid until `sx_android_detach_window` runs (typically in
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// `surfaceDestroyed`).
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sx_android_attach_window :: (plat: *AndroidPlatform, env: *void, holder: *SurfaceHolder) {
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#jni_env(env) {
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surface := holder.getSurface();
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plat.app_window = ANativeWindow_fromSurface(env, xx surface);
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}
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}
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sx_android_detach_window :: (plat: *AndroidPlatform) {
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if plat.app_window != null {
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ANativeWindow_release(plat.app_window);
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plat.app_window = null;
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}
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}
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sx_android_set_viewport :: (plat: *AndroidPlatform, w: i32, h: i32) {
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plat.pixel_w = w;
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plat.pixel_h = h;
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sx_android_recompute_scale(plat);
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}
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// Start the render thread that brings up EGL on `plat.app_window` and
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// calls `entry_fn` (typically the consumer's `main`). Safe to call once
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// after `sx_android_attach_window` has set the window.
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sx_android_start_render_thread :: (plat: *AndroidPlatform, entry_fn: () -> void) {
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if plat.render_thread_started { return; }
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plat.user_main_fn = entry_fn;
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pthread_create(@plat.render_thread, null, sx_android_render_thread_entry, xx plat);
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plat.render_thread_started = true;
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}
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sx_android_render_thread_entry :: (arg: *void) -> *void callconv(.c) {
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plat : *AndroidPlatform = xx arg;
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while plat.app_window == null and !plat.should_stop {
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usleep(1000);
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}
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if plat.should_stop { return null; }
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if !sx_android_egl_init(plat) {
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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 plat.user_main_fn != null {
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fn := plat.user_main_fn;
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fn();
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}
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null
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}
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// Bring up EGL on `plat.app_window`. Sets the egl_* fields and makes
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// the context current. Returns false on any failure — caller bails on
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// the render thread.
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sx_android_egl_init :: (plat: *AndroidPlatform) -> bool {
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plat.egl_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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if plat.egl_display == EGL_NO_DISPLAY { return false; }
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major : i32 = 0;
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minor : i32 = 0;
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if eglInitialize(plat.egl_display, @major, @minor) == EGL_FALSE { return false; }
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cfg_attrs : [13]i32 = .{
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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 : i32 = 0;
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if eglChooseConfig(plat.egl_display, @cfg_attrs[0], @plat.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 : i32 = 0;
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eglGetConfigAttrib(plat.egl_display, plat.egl_config, EGL_NATIVE_VISUAL_ID, @visual_id);
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ANativeWindow_setBuffersGeometry(plat.app_window, 0, 0, visual_id);
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ctx_attrs : [3]i32 = .{ EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE };
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plat.egl_context = eglCreateContext(plat.egl_display, plat.egl_config, EGL_NO_CONTEXT, @ctx_attrs[0]);
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if plat.egl_context == EGL_NO_CONTEXT { return false; }
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plat.egl_surface = eglCreateWindowSurface(plat.egl_display, plat.egl_config, plat.app_window, null);
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if plat.egl_surface == EGL_NO_SURFACE { return false; }
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if eglMakeCurrent(plat.egl_display, plat.egl_surface, plat.egl_surface, plat.egl_context) == EGL_FALSE { return false; }
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plat.pixel_w = ANativeWindow_getWidth(plat.app_window);
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plat.pixel_h = ANativeWindow_getHeight(plat.app_window);
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sx_android_recompute_scale(plat);
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true
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}
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// Recompute `dpi_scale` from `pixel_w / logical_w`. Called on viewport
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// changes and after EGL bringup populates pixel_w/h. Falls back to 1.0
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// when consumer didn't set logical_w (1:1 logical/physical mode).
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sx_android_recompute_scale :: (plat: *AndroidPlatform) {
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if plat.logical_w > 0.0 and plat.pixel_w > 0 {
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plat.dpi_scale = xx plat.pixel_w / plat.logical_w;
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} else {
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plat.dpi_scale = 1.0;
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}
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}
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// ── Touch event queue ───────────────────────────────────────────────────
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sx_android_push_touch :: (plat: *AndroidPlatform, action: i32, x: f32, y: f32) {
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sx_android_ensure_touch_mutex(plat);
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pthread_mutex_lock(xx @plat.touch_mutex_storage[0]);
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next := (plat.touch_tail + 1) % 64;
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if next != plat.touch_head { // drop on full
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plat.touch_queue[plat.touch_tail] = TouchEvent.{ action = action, x = x, y = y };
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plat.touch_tail = next;
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}
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pthread_mutex_unlock(xx @plat.touch_mutex_storage[0]);
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}
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sx_android_drain_touches :: (plat: *AndroidPlatform, out: *List(Event)) {
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sx_android_ensure_touch_mutex(plat);
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pthread_mutex_lock(xx @plat.touch_mutex_storage[0]);
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inv : f32 = if plat.dpi_scale > 0.0 then 1.0 / plat.dpi_scale else 1.0;
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while plat.touch_head != plat.touch_tail {
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t := plat.touch_queue[plat.touch_head];
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plat.touch_head = (plat.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. Coords come in as physical
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// pixels; divide by dpi_scale so layout-side hit-testing
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// matches its own logical-coord frames.
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pos : Point = .{ x = t.x * inv, y = t.y * inv };
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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 @plat.touch_mutex_storage[0]);
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}
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sx_android_ensure_touch_mutex :: (plat: *AndroidPlatform) {
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if plat.touch_mutex_inited { return; }
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pthread_mutex_init(xx @plat.touch_mutex_storage[0], null);
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plat.touch_mutex_inited = true;
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}
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// ── Platform impl ───────────────────────────────────────────────────────
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impl Platform for AndroidPlatform {
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init :: (self: *AndroidPlatform, title: [:0]u8, w: i32, h: i32) -> 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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sx_android_recompute_scale(self);
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true
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}
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// NOTE: method order must match the `Platform` protocol declaration
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// in modules/platform/api.sx. The vtable is built in impl source
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// order; mismatched order silently routes calls to the wrong method
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// (chess on Android lost touch entirely because poll_events sat in
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// begin_frame's slot, etc.).
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run_frame_loop :: (self: *AndroidPlatform, frame_fn: Closure()) {
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self.frame_closure = frame_fn;
|
|
// `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 !self.should_stop {
|
|
frame_fn();
|
|
usleep(1000);
|
|
}
|
|
}
|
|
|
|
poll_events :: (self: *AndroidPlatform) -> []Event {
|
|
self.events.len = 0;
|
|
sx_android_drain_touches(self, @self.events);
|
|
result : []Event = ---;
|
|
result.ptr = self.events.items;
|
|
result.len = self.events.len;
|
|
result
|
|
}
|
|
|
|
begin_frame :: (self: *AndroidPlatform) -> FrameContext {
|
|
// viewport_* is the logical canvas the renderer + layout see —
|
|
// pixel_w/h divided by dpi_scale. With logical_w unset (1.0
|
|
// scale) viewport == pixel.
|
|
inv : f32 = if self.dpi_scale > 0.0 then 1.0 / self.dpi_scale else 1.0;
|
|
FrameContext.{
|
|
viewport_w = xx self.pixel_w * inv,
|
|
viewport_h = xx self.pixel_h * inv,
|
|
pixel_w = self.pixel_w,
|
|
pixel_h = self.pixel_h,
|
|
dpi_scale = self.dpi_scale,
|
|
delta_time = 0.016,
|
|
target_present_time = 0.0,
|
|
}
|
|
}
|
|
|
|
end_frame :: (self: *AndroidPlatform) {
|
|
if self.egl_display != null and self.egl_surface != null {
|
|
eglSwapBuffers(self.egl_display, self.egl_surface);
|
|
}
|
|
}
|
|
|
|
safe_insets :: (self: *AndroidPlatform) -> EdgeInsets {
|
|
EdgeInsets.{}
|
|
}
|
|
|
|
keyboard :: (self: *AndroidPlatform) -> KeyboardState {
|
|
KeyboardState.zero()
|
|
}
|
|
show_keyboard :: (self: *AndroidPlatform) { }
|
|
hide_keyboard :: (self: *AndroidPlatform) { }
|
|
|
|
stop :: (self: *AndroidPlatform) {
|
|
self.should_stop = true;
|
|
}
|
|
|
|
shutdown :: (self: *AndroidPlatform) {
|
|
if self.egl_display != null {
|
|
eglMakeCurrent(self.egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
|
if self.egl_surface != null { eglDestroySurface(self.egl_display, self.egl_surface); self.egl_surface = null; }
|
|
if self.egl_context != null { eglDestroyContext(self.egl_display, self.egl_context); self.egl_context = null; }
|
|
eglTerminate(self.egl_display);
|
|
self.egl_display = null;
|
|
}
|
|
}
|
|
}
|