Actually, sorry, I got the problem description messed up.  It's not
eglCreateContext() who generates BAD_MATCH, that function actually
indicates no problem.  It's the subsequent eglMakeCurrent() that fails
with BAD_MATCH.

My EGL (1.3) spec gives a number of conditions under which
eglMakeCurrent() can fail with BAD_MATCH, like surfaces not being
compatible with context, or surfaces not being able to fit into
memory, or null context or surfaces.  The way I understand this
though, none of those would go away by just specifying EGL_NO_CONTEXT
as share_context in eglCreateContext().


On Thu, Jul 12, 2012 at 11:40 PM, Latimerius <[email protected]> wrote:
> While creating a GLES context for off-screen rendering using
> eglCreateContext(), if I set the third parameter ('share_context') to
> the window context that's used for ordinary rendering to the screen to
> avoid having to upload textures etc. to the new context I get
> BAD_MATCH.
>
> EGL spec says BAD_MATCH may be generated by eglCreateContext() if GLES
> server context state for all sharing contexts does not exist in a
> single address space.  I don't know how to verify this - I believe the
> contexts in my case (the window context created by GLSurfaceView and
> the other by my code) should meet the requirement, however I'm still
> getting BAD_MATCH.
>
> Could someone help me out with this?  Not having to upload everything
> to the newly created off-screen context would be a performance boon...
>
> Thanks!

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