return EGL_FALSE;
}
+ if ((GET_CONFIG_ATTRIB(conf, EGL_SURFACE_TYPE) & type) == 0) {
+ /* The config can't be used to create a surface of this type */
+ _eglError(EGL_BAD_CONFIG, func);
+ return EGL_FALSE;
+ }
+
/*
* Parse attribute list. Different kinds of surfaces support different
* attributes.
/* Basically just do error checking here. Drivers have to do the
* actual buffer swap.
*/
- _EGLContext *context = _eglGetCurrentContext();
_EGLSurface *surface = _eglLookupSurface(draw);
- if (context && context->DrawSurface != surface) {
- _eglError(EGL_BAD_SURFACE, "eglSwapBuffers");
- return EGL_FALSE;
- }
if (surface == NULL) {
_eglError(EGL_BAD_SURFACE, "eglSwapBuffers");
return EGL_FALSE;
* Default fallback routine - drivers might override this.
*/
EGLBoolean
-_eglSurfaceAttrib(_EGLDriver *drv, EGLDisplay dpy, EGLSurface surf, EGLint attribute, EGLint value)
+_eglSurfaceAttrib(_EGLDriver *drv, EGLDisplay dpy, EGLSurface surf,
+ EGLint attribute, EGLint value)
{
_EGLSurface *surface = _eglLookupSurface(surf);
EGLBoolean
-_eglBindTexImage(_EGLDriver *drv, EGLDisplay dpy, EGLSurface surface, EGLint buffer)
+_eglBindTexImage(_EGLDriver *drv, EGLDisplay dpy, EGLSurface surf,
+ EGLint buffer)
{
- /* XXX unfinished */
- return EGL_FALSE;
+ /* Just do basic error checking and return success/fail.
+ * Drivers must implement the real stuff.
+ */
+ _EGLSurface *surface = _eglLookupSurface(surf);
+
+ if (!surface || surface->Type != EGL_PBUFFER_BIT) {
+ _eglError(EGL_BAD_SURFACE, "eglBindTexImage");
+ return EGL_FALSE;
+ }
+
+ if (surface->TextureFormat == EGL_NO_TEXTURE) {
+ _eglError(EGL_BAD_MATCH, "eglBindTexImage");
+ return EGL_FALSE;
+ }
+
+ if (buffer != EGL_BACK_BUFFER) {
+ _eglError(EGL_BAD_PARAMETER, "eglBindTexImage");
+ return EGL_FALSE;
+ }
+
+ surface->BoundToTexture = EGL_TRUE;
+
+ return EGL_TRUE;
}
EGLBoolean
-_eglReleaseTexImage(_EGLDriver *drv, EGLDisplay dpy, EGLSurface surface, EGLint buffer)
+_eglReleaseTexImage(_EGLDriver *drv, EGLDisplay dpy, EGLSurface surf,
+ EGLint buffer)
{
- /* XXX unfinished */
- return EGL_FALSE;
+ /* Just do basic error checking and return success/fail.
+ * Drivers must implement the real stuff.
+ */
+ _EGLSurface *surface = _eglLookupSurface(surf);
+
+ if (!surface || surface->Type != EGL_PBUFFER_BIT) {
+ _eglError(EGL_BAD_SURFACE, "eglBindTexImage");
+ return EGL_FALSE;
+ }
+
+ if (surface->TextureFormat == EGL_NO_TEXTURE) {
+ _eglError(EGL_BAD_MATCH, "eglBindTexImage");
+ return EGL_FALSE;
+ }
+
+ if (buffer != EGL_BACK_BUFFER) {
+ _eglError(EGL_BAD_PARAMETER, "eglReleaseTexImage");
+ return EGL_FALSE;
+ }
+
+ if (!surface->BoundToTexture) {
+ _eglError(EGL_BAD_SURFACE, "eglReleaseTexImage");
+ return EGL_FALSE;
+ }
+
+ surface->BoundToTexture = EGL_FALSE;
+
+ return EGL_TRUE;
}