A bit of background:
We use angle as the rendering framework on MacOS and Windows4, and use the eglCreatePbufferSurface function to create the surface. The application has the function of switching resolutions. Each switch will destroy the old rendering thread and create a new rendering thread. This step is Serial.
When destroying the old rendering thread, the bound surface, display, and context will be destroyed at the same time and call eglMakeCurrent(_dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
After creating a new thread, it will recreate surface, display, context and call eglMakeCurrent. These calls are successful, and the shader program is compiled and linked successfully, and no obvious errors are seen.
Question: However, the rendering results are all black, I hope someone can tell me why
Any help is greatly appreciated