ui/app: (windows) don't fail eglChooseConfig just because no configs were found

The resulting eglGetError will return a confusing EGL_SUCCESS.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2019-08-12 00:05:57 +02:00
parent 8c121374b1
commit 5605919555
+1 -1
View File
@@ -63,7 +63,7 @@ func eglChooseConfig(disp _EGLDisplay, attribs []_EGLint) (_EGLConfig, bool) {
var cfg _EGLConfig
var ncfg _EGLint
r, _, _ := _eglChooseConfig.Call(uintptr(disp), uintptr(unsafe.Pointer(&attribs[0])), uintptr(unsafe.Pointer(&cfg)), 1, uintptr(unsafe.Pointer(&ncfg)))
return cfg, r != 0 && ncfg > 0
return cfg, r != 0
}
func eglCreateContext(disp _EGLDisplay, cfg _EGLConfig, shareCtx _EGLContext, attribs []_EGLint) _EGLContext {