EGLBoolean
-_eglBindTexImage(const _EGLDriver *drv, _EGLDisplay *disp, _EGLSurface *surface,
- EGLint buffer)
+_eglBindTexImage(_EGLDisplay *disp, _EGLSurface *surface, EGLint buffer)
{
EGLint texture_type = EGL_PBUFFER_BIT;
}
EGLBoolean
-_eglReleaseTexImage(const _EGLDriver *drv, _EGLDisplay *disp, _EGLSurface *surf,
- EGLint buffer)
+_eglReleaseTexImage(_EGLDisplay *disp, _EGLSurface *surf, EGLint buffer)
{
/* Just do basic error checking and return success/fail.
* Drivers must implement the real stuff.