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EGLConfig

EGLConfig is a component of the EGL API used to describe a framebuffer configuration available on the current display. In EGL, a config is an opaque handle that specifies how color, depth, and stencil buffers are laid out and which rendering features and surface types are supported. It is not a drawable object itself; rather, it defines the properties that will be used when creating rendering surfaces and contexts.

Configurations expose a set of attributes that can be queried at runtime. Typical attributes include color

To use EGLConfig, an application requests matching configurations via eglChooseConfig, supplying an attribute list that encodes

Notes: EGLConfigs are specific to the display and platform, and different devices may offer different sets

component
sizes
(red,
green,
blue,
and
alpha),
depth
and
stencil
buffer
sizes,
and
multisampling
options
(such
as
whether
a
multisample
buffer
is
present
and
how
many
samples).
Additional
attributes
describe
the
types
of
surfaces
the
config
supports
(window
surfaces,
pbuffer
surfaces,
etc.)
and
which
rendering
APIs
are
compatible
(for
example,
which
OpenGL
ES
versions
are
supported).
The
exact
set
of
attributes
is
implementation-dependent,
and
not
all
configs
offer
every
feature.
its
requirements.
The
call
returns
one
or
more
EGLConfig
handles.
The
chosen
config
is
then
used
when
creating
rendering
surfaces
with
eglCreateWindowSurface
or
eglCreatePbufferSurface,
and
when
creating
an
EGL
context
with
eglCreateContext.
The
selected
config
influences
rendering
compatibility,
visual
quality,
and
performance,
and
must
be
compatible
with
both
the
surface
and
the
client
API
version
requested.
of
configurations.
Applications
often
select
a
config
that
satisfies
minimum
requirements
while
leaving
room
for
future
fallback
options.