mirror of https://github.com/encounter/SDL.git
Emscripten: remove GLES_DeleteContext implementation
It was calling glClear without a context. The issue it was trying to solve was actually that after destroying a window and creating a new one , the contents of the old window were preserved. This no longer happens since we resize the window to nothing on destroy.
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@ -81,19 +81,6 @@ Emscripten_GLES_LoadLibrary(_THIS, const char *path) {
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return 0;
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}
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void
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Emscripten_GLES_DeleteContext(_THIS, SDL_GLContext context)
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{
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/*
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WebGL contexts can't actually be deleted, so we need to reset it.
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ES2 renderer resets state on init anyway, clearing the canvas should be enough
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*/
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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SDL_EGL_DeleteContext(_this, context);
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}
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SDL_EGL_CreateContext_impl(Emscripten)
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SDL_EGL_SwapWindow_impl(Emscripten)
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SDL_EGL_MakeCurrent_impl(Emscripten)
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@ -34,9 +34,9 @@
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#define Emscripten_GLES_UnloadLibrary SDL_EGL_UnloadLibrary
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#define Emscripten_GLES_SetSwapInterval SDL_EGL_SetSwapInterval
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#define Emscripten_GLES_GetSwapInterval SDL_EGL_GetSwapInterval
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#define Emscripten_GLES_DeleteContext SDL_EGL_DeleteContext
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extern int Emscripten_GLES_LoadLibrary(_THIS, const char *path);
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extern void Emscripten_GLES_DeleteContext(_THIS, SDL_GLContext context);
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extern SDL_GLContext Emscripten_GLES_CreateContext(_THIS, SDL_Window * window);
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extern int Emscripten_GLES_SwapWindow(_THIS, SDL_Window * window);
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extern int Emscripten_GLES_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context);
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