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/*     Copyright 2015-2018 Egor Yusov
 *  
 *  Licensed under the Apache License, Version 2.0 (the "License");
 *  you may not use this file except in compliance with the License.
 *  You may obtain a copy of the License at
 * 
 *     http://www.apache.org/licenses/LICENSE-2.0
 * 
 *  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 *  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 *  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS.
 *
 *  In no event and under no legal theory, whether in tort (including negligence), 
 *  contract, or otherwise, unless required by applicable law (such as deliberate 
 *  and grossly negligent acts) or agreed to in writing, shall any Contributor be
 *  liable for any damages, including any direct, indirect, special, incidental, 
 *  or consequential damages of any character arising as a result of this License or 
 *  out of the use or inability to use the software (including but not limited to damages 
 *  for loss of goodwill, work stoppage, computer failure or malfunction, or any and 
 *  all other commercial damages or losses), even if such Contributor has been advised 
 *  of the possibility of such damages.
 */

#include "pch.h"

#include "RenderDeviceGLESImpl.hpp"

namespace Diligent
{

RenderDeviceGLESImpl::RenderDeviceGLESImpl(IReferenceCounters*       pRefCounters,
                                           IMemoryAllocator&         RawMemAllocator,
                                           IEngineFactory*           pEngineFactory,
                                           const EngineGLCreateInfo& InitAttribs,
                                           const SwapChainDesc*      pSCDesc) :
    RenderDeviceGLImpl(pRefCounters, RawMemAllocator, pEngineFactory, InitAttribs, pSCDesc)
{
}

IMPLEMENT_QUERY_INTERFACE(RenderDeviceGLESImpl, IID_RenderDeviceGLES, RenderDeviceGLImpl)

bool RenderDeviceGLESImpl::Invalidate()
{
    return m_GLContext.Invalidate();
}

void RenderDeviceGLESImpl::Suspend()
{
    m_GLContext.Suspend();
}

EGLint RenderDeviceGLESImpl::Resume(ANativeWindow* window)
{
    return m_GLContext.Resume(window);
}

} // namespace Diligent