Revert "Destroy ANGLE displays in destroyGLContext"

This reverts commit c1359888c0.

Reason for revert: failing botbots

Original change's description:
> Destroy ANGLE displays in destroyGLContext
> 
> Bug: skia:6711
> Change-Id: I770bb390d7b4e156116411bc6ce796375a6ddf21
> Reviewed-on: https://skia-review.googlesource.com/18588
> Reviewed-by: Brian Salomon <bsalomon@google.com>
> Commit-Queue: Robert Phillips <robertphillips@google.com>
> 

TBR=bsalomon@google.com,robertphillips@google.com
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:6711

Change-Id: I2087153f1601dfade8442f0918ffd71e0cacff08
Reviewed-on: https://skia-review.googlesource.com/18621
Reviewed-by: Robert Phillips <robertphillips@google.com>
Commit-Queue: Robert Phillips <robertphillips@google.com>
This commit is contained in:
Robert Phillips 2017-06-05 17:25:13 +00:00
parent 727b09c898
commit bab680d891

View File

@ -161,24 +161,6 @@ ANGLEGLContext::ANGLEGLContext(ANGLEBackend type, ANGLEContextVersion version,
return;
}
#ifdef SK_DEBUG
// Verify that the interface we requested was actuall returned to us
const GrGLubyte* rendererUByte;
GR_GL_CALL_RET(gl.get(), rendererUByte, GetString(GR_GL_RENDERER));
const char* renderer = reinterpret_cast<const char*>(rendererUByte);
switch (type) {
case ANGLEBackend::kD3D9:
SkASSERT(strstr(renderer, "Direct3D9"));
break;
case ANGLEBackend::kD3D11:
SkASSERT(strstr(renderer, "Direct3D11"));
break;
case ANGLEBackend::kOpenGL:
SkASSERT(strstr(renderer, "OpenGL"));
break;
}
#endif
this->init(gl.release());
}
@ -247,7 +229,7 @@ std::unique_ptr<sk_gpu_test::GLTestContext> ANGLEGLContext::makeNew() const {
void ANGLEGLContext::destroyGLContext() {
if (fDisplay) {
eglMakeCurrent(fDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglMakeCurrent(fDisplay, 0, 0, 0);
if (fContext) {
eglDestroyContext(fDisplay, fContext);
@ -259,10 +241,8 @@ void ANGLEGLContext::destroyGLContext() {
fSurface = EGL_NO_SURFACE;
}
if (EGL_NO_DISPLAY != fDisplay) {
eglTerminate(fDisplay);
fDisplay = EGL_NO_DISPLAY;
}
//TODO should we close the display?
fDisplay = EGL_NO_DISPLAY;
}
}