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EGL: Avoid HDR mode. Uses unknownbrackets' changes from #11839.
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@ -108,8 +108,13 @@ EGLConfig EGL_FindConfig(int *contextVersion) {
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return val;
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};
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int colorScore = readConfig(EGL_RED_SIZE) + readConfig(EGL_BLUE_SIZE) + readConfig(EGL_GREEN_SIZE);
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int alphaScore = readConfig(EGL_ALPHA_SIZE);
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// We don't want HDR modes with more than 8 bits per component.
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auto readConfigMax = [&](EGLint attr, EGLint m) -> EGLint {
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EGLint val = readConfig(attr);
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return val > m ? 1 : val;
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};
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int colorScore = readConfigMax(EGL_RED_SIZE, 8) + readConfigMax(EGL_BLUE_SIZE, 8) + readConfigMax(EGL_GREEN_SIZE, 8);
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int alphaScore = readConfigMax(EGL_ALPHA_SIZE, 8);
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int depthScore = readConfig(EGL_DEPTH_SIZE);
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int levelScore = readConfig(EGL_LEVEL) == 0 ? 100 : 0;
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int samplesScore = readConfig(EGL_SAMPLES) == 0 ? 100 : 0;
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@ -120,6 +125,11 @@ EGLConfig EGL_FindConfig(int *contextVersion) {
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EGLint caveat = readConfig(EGL_CONFIG_CAVEAT);
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int caveatScore = caveat == EGL_NONE ? 100 : (caveat == EGL_NON_CONFORMANT_CONFIG ? 50 : 0);
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#ifndef USING_FBDEV
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EGLint surfaceType = readConfig(EGL_SURFACE_TYPE);
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int surfaceScore = (surfaceType & EGL_WINDOW_BIT) ? 100 : (caveat == EGL_NON_CONFORMANT_CONFIG ? 50 : 0);
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#endif
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EGLint renderable = readConfig(EGL_RENDERABLE_TYPE);
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bool renderableGLES3 = (renderable & EGL_OPENGL_ES3_BIT_KHR) != 0;
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bool renderableGLES2 = (renderable & EGL_OPENGL_ES2_BIT) != 0;
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@ -143,6 +153,10 @@ EGLConfig EGL_FindConfig(int *contextVersion) {
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score += levelScore + samplesScore + sampleBufferScore + transparentScore;
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score += caveatScore + renderableScoreGLES + renderableScoreGL;
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#ifndef USING_FBDEV
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score += surfaceScore;
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#endif
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if (score > bestScore) {
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bestScore = score;
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best = config;
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