offscreen: Avoid using EGLDeviceEXT as it causes issues with older platforms, which is just a void*
authorBrandon Schaefer <brandon.schaefer@epicgames.com>
Tue, 24 Sep 2019 17:27:51 -0400
changeset 130900d7e642c5e28
parent 13089 9692ad570003
child 13091 06109263e82a
offscreen: Avoid using EGLDeviceEXT as it causes issues with older platforms, which is just a void*
src/video/SDL_egl.c
src/video/SDL_egl_c.h
     1.1 --- a/src/video/SDL_egl.c	Tue Sep 24 16:36:48 2019 -0400
     1.2 +++ b/src/video/SDL_egl.c	Tue Sep 24 17:27:51 2019 -0400
     1.3 @@ -502,7 +502,7 @@
     1.4  int
     1.5  SDL_EGL_InitializeOffscreen(_THIS, int device)
     1.6  {
     1.7 -    EGLDeviceEXT egl_devices[SDL_EGL_MAX_DEVICES];
     1.8 +    void *egl_devices[SDL_EGL_MAX_DEVICES];
     1.9      EGLint num_egl_devices = 0;
    1.10      const char *egl_device_hint;
    1.11  
     2.1 --- a/src/video/SDL_egl_c.h	Tue Sep 24 16:36:48 2019 -0400
     2.2 +++ b/src/video/SDL_egl_c.h	Tue Sep 24 17:27:51 2019 -0400
     2.3 @@ -98,8 +98,8 @@
     2.4      EGLint(EGLAPIENTRY *eglGetError)(void);
     2.5  
     2.6      EGLBoolean(EGLAPIENTRY *eglQueryDevicesEXT)(EGLint max_devices,
     2.7 -                                            EGLDeviceEXT* devices,
     2.8 -                                            EGLint* num_devices);
     2.9 +                                            void **devices,
    2.10 +                                            EGLint *num_devices);
    2.11  
    2.12      /* whether EGL display was offscreen */
    2.13      int is_offscreen;