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Home/ Questions/Q 8321125
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Editorial Team
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Editorial Team
Asked: June 8, 20262026-06-08T22:54:36+00:00 2026-06-08T22:54:36+00:00

Is it allowed to create egl context from main() and render from another thread,

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Is it allowed to create egl context from main() and render from another thread, given the fact that the context handles are passed from main() to the thread’s function?

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  1. Editorial Team
    Editorial Team
    2026-06-08T22:54:38+00:00Added an answer on June 8, 2026 at 10:54 pm

    Yes, sure is.

    First you need to create a context in in one thread:

       EGLint contextAttrs[] = {
         EGL_CONTEXT_CLIENT_VERSION, 2,
         EGL_NONE
    };
    
    LOG_INFO("creating context");
    if (!(m_Context = eglCreateContext(m_Display, m_Config, 0, contextAttrs)))
    {
        LOG_ERROR("eglCreateContext() returned error %d", eglGetError());
        return false;
    }
    

    Then in the other thread you create a shared context like this:

        EGLint contextAttrs[] =
        {
            EGL_CONTEXT_CLIENT_VERSION, 2,
            EGL_NONE
        };
    
        if (m_Context == 0)
        {
            LOG_ERROR("m_Context wasn't initialized for some reason");
        }
    
        // create a shared context for this thread
        m_LocalThreadContext = eglCreateContext(m_Display, m_Config, m_Context, contextAttrs);
    

    You will of course have to have some mutex/semaphores to sync any updates you want to do with GLES. For instance you need to do a

    eglMakeCurrent(m_Display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
    

    within the thread before the other thread can call

    if (!eglMakeCurrent(m_Display, m_Surface, m_Surface, m_Context))
    {
        LOG_ERROR("eglMakeCurrent() returned error %d", eglGetError());
    }
    

    Then you can create textures, load shaders, etc. from either thread

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