casablanca/Release/tests/common/TestRunner/vs14.android/TestRunner.android.NativeActivity/main.cpp
static void engine_term_display(struct engine* engine) {
    if (engine->display != EGL_NO_DISPLAY) {
        eglMakeCurrent(engine->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
        if (engine->context != EGL_NO_CONTEXT) {
            eglDestroyContext(engine->display, engine->context);
        }
        if (engine->surface != EGL_NO_SURFACE) {
            eglDestroySurface(engine->display, engine->surface);
        }
        eglTerminate(engine->display);
    }
    engine->animating = 0;
    engine->display = EGL_NO_DISPLAY;
    engine->context = EGL_NO_CONTEXT;
    engine->surface = EGL_NO_SURFACE;
}
/**
* Tear down the EGL context currently associated with the display.
*/
Tear down the EGL context currently associated with the display.
Tear down the EGL context currently associated with the display .
static void engine_term_display(struct engine* engine) {
    if (engine->display != EGL_NO_DISPLAY) {
        eglMakeCurrent(engine->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
        if (engine->context != EGL_NO_CONTEXT) {
            eglDestroyContext(engine->display, engine->context);
        }
        if (engine->surface != EGL_NO_SURFACE) {
            eglDestroySurface(engine->display, engine->surface);
        }
        eglTerminate(engine->display);
    }
    engine->animating = 0;
    engine->display = EGL_NO_DISPLAY;
    engine->context = EGL_NO_CONTEXT;
    engine->surface = EGL_NO_SURFACE;
}
static void engine_term_display ( struct engine * engine ) { if ( engine -> display != EGL_NO_DISPLAY ) { eglMakeCurrent ( engine -> display , EGL_NO_SURFACE , EGL_NO_SURFACE , EGL_NO_CONTEXT ) ; if ( engine -> context != EGL_NO_CONTEXT ) { eglDestroyContext ( engine -> display , engine -> context ) ; } if ( engine -> surface != EGL_NO_SURFACE ) { eglDestroySurface ( engine -> display , engine -> surface ) ; } eglTerminate ( engine -> display ) ; } engine -> animating = 0 ; engine -> display = EGL_NO_DISPLAY ; engine -> context = EGL_NO_CONTEXT ; engine -> surface = EGL_NO_SURFACE ; }
Tear down the EGL context currently associated with the display.
Tear down the EGL context currently associated with the display .