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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_Test/Backend/DirectVulkan/TestExec): initialize MobileGL first then EGL stuff
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@@ -94,6 +94,8 @@ static bool CheckProgramLink(GLuint program) {
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int main() {
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int main() {
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glfwInit();
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glfwInit();
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MobileGL::Initialize();
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static EGLint const attribute_list[] = {EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_NONE};
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static EGLint const attribute_list[] = {EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_NONE};
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EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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@@ -129,8 +131,6 @@ int main() {
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EGLSurface surface = eglCreateWindowSurface(display, config, nativewindow, nullptr);
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EGLSurface surface = eglCreateWindowSurface(display, config, nativewindow, nullptr);
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eglMakeCurrent(display, surface, surface, context);
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eglMakeCurrent(display, surface, surface, context);
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MobileGL::Initialize();
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GLuint offscreenTex = 0;
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GLuint offscreenTex = 0;
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GLuint offscreenFbo = 0;
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GLuint offscreenFbo = 0;
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glGenTextures(1, &offscreenTex);
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glGenTextures(1, &offscreenTex);
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