}
+/**
+ * Convert a __GLcontextModes object to an _EGLConfig.
+ */
+EGLBoolean
+_eglConfigFromContextModesRec(_EGLConfig *conf, const __GLcontextModes *m,
+ EGLint conformant, EGLint renderable_type)
+{
+ EGLint config_caveat, surface_type;
+
+ /* must be RGBA */
+ if (!m->rgbMode || !(m->renderType & GLX_RGBA_BIT))
+ return EGL_FALSE;
+
+ config_caveat = EGL_NONE;
+ if (m->visualRating == GLX_SLOW_CONFIG)
+ config_caveat = EGL_SLOW_CONFIG;
+
+ if (m->visualRating == GLX_NON_CONFORMANT_CONFIG)
+ conformant &= ~EGL_OPENGL_BIT;
+ if (!(conformant & EGL_OPENGL_ES_BIT))
+ config_caveat = EGL_NON_CONFORMANT_CONFIG;
+
+ surface_type = 0;
+ if (m->drawableType & GLX_WINDOW_BIT)
+ surface_type |= EGL_WINDOW_BIT;
+ if (m->drawableType & GLX_PIXMAP_BIT)
+ surface_type |= EGL_PIXMAP_BIT;
+ if (m->drawableType & GLX_PBUFFER_BIT)
+ surface_type |= EGL_PBUFFER_BIT;
+
+ SET_CONFIG_ATTRIB(conf, EGL_BUFFER_SIZE, m->rgbBits);
+ SET_CONFIG_ATTRIB(conf, EGL_RED_SIZE, m->redBits);
+ SET_CONFIG_ATTRIB(conf, EGL_GREEN_SIZE, m->greenBits);
+ SET_CONFIG_ATTRIB(conf, EGL_BLUE_SIZE, m->blueBits);
+ SET_CONFIG_ATTRIB(conf, EGL_ALPHA_SIZE, m->alphaBits);
+
+ SET_CONFIG_ATTRIB(conf, EGL_BIND_TO_TEXTURE_RGB, m->bindToTextureRgb);
+ SET_CONFIG_ATTRIB(conf, EGL_BIND_TO_TEXTURE_RGBA, m->bindToTextureRgba);
+ SET_CONFIG_ATTRIB(conf, EGL_COLOR_BUFFER_TYPE, EGL_RGB_BUFFER);
+ SET_CONFIG_ATTRIB(conf, EGL_CONFIG_CAVEAT, config_caveat);
+
+ SET_CONFIG_ATTRIB(conf, EGL_CONFORMANT, conformant);
+ SET_CONFIG_ATTRIB(conf, EGL_DEPTH_SIZE, m->depthBits);
+ SET_CONFIG_ATTRIB(conf, EGL_LEVEL, m->level);
+ SET_CONFIG_ATTRIB(conf, EGL_MAX_PBUFFER_WIDTH, m->maxPbufferWidth);
+ SET_CONFIG_ATTRIB(conf, EGL_MAX_PBUFFER_HEIGHT, m->maxPbufferHeight);
+ SET_CONFIG_ATTRIB(conf, EGL_MAX_PBUFFER_PIXELS, m->maxPbufferPixels);
+
+ SET_CONFIG_ATTRIB(conf, EGL_NATIVE_RENDERABLE, m->xRenderable);
+ SET_CONFIG_ATTRIB(conf, EGL_NATIVE_VISUAL_ID, m->visualID);
+ SET_CONFIG_ATTRIB(conf, EGL_NATIVE_VISUAL_TYPE, m->visualType);
+ SET_CONFIG_ATTRIB(conf, EGL_RENDERABLE_TYPE, renderable_type);
+ SET_CONFIG_ATTRIB(conf, EGL_SAMPLE_BUFFERS, m->sampleBuffers);
+ SET_CONFIG_ATTRIB(conf, EGL_SAMPLES, m->samples);
+ SET_CONFIG_ATTRIB(conf, EGL_STENCIL_SIZE, m->stencilBits);
+
+ SET_CONFIG_ATTRIB(conf, EGL_SURFACE_TYPE, surface_type);
+
+ /* what to do with GLX_TRANSPARENT_INDEX? */
+ if (m->transparentPixel == GLX_TRANSPARENT_RGB) {
+ SET_CONFIG_ATTRIB(conf, EGL_TRANSPARENT_TYPE, EGL_TRANSPARENT_RGB);
+ SET_CONFIG_ATTRIB(conf, EGL_TRANSPARENT_RED_VALUE, m->transparentRed);
+ SET_CONFIG_ATTRIB(conf, EGL_TRANSPARENT_GREEN_VALUE, m->transparentGreen);
+ SET_CONFIG_ATTRIB(conf, EGL_TRANSPARENT_BLUE_VALUE, m->transparentBlue);
+ }
+ else {
+ SET_CONFIG_ATTRIB(conf, EGL_TRANSPARENT_TYPE, EGL_NONE);
+ }
+
+ return EGL_TRUE;
+}
+
/**
* Creates a set of \c _EGLConfigs that a driver will expose.