66 handle_(
nullptr, &DestroyWindowHandle),
67 worker_(std::shared_ptr<ReactorWorker>(
new ReactorWorker())),
68 use_angle_(switches.use_angle) {
70 #if IMPELLER_PLAYGROUND_SUPPORTS_ANGLE
71 angle_glesv2_ = dlopen(
"libGLESv2.dylib", RTLD_LAZY);
73 FML_CHECK(angle_glesv2_ !=
nullptr);
76 ::glfwDefaultWindowHints();
79 FML_CHECK(use_angle_) <<
"Must use Angle on macOS for OpenGL ES.";
80 ::glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
82 ::glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
83 ::glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
84 ::glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
85 ::glfwWindowHint(GLFW_RED_BITS, 8);
86 ::glfwWindowHint(GLFW_GREEN_BITS, 8);
87 ::glfwWindowHint(GLFW_BLUE_BITS, 8);
88 ::glfwWindowHint(GLFW_ALPHA_BITS, 8);
89 ::glfwWindowHint(GLFW_DEPTH_BITS, 32);
90 ::glfwWindowHint(GLFW_STENCIL_BITS, 8);
91 ::glfwWindowHint(GLFW_SAMPLES, 4);
93 ::glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
95 auto window = ::glfwCreateWindow(1, 1,
"Test",
nullptr,
nullptr);
97 ::glfwMakeContextCurrent(window);
98 worker_->SetReactionsAllowedOnCurrentThread(
true);
100 handle_.reset(window);
PlaygroundImpl(PlaygroundSwitches switches)