void XCompositeGLXClientBufferIntegration::bindTextureToBuffer(struct ::wl_resource *buffer)
{
    XCompositeBuffer *compositorBuffer = XCompositeBuffer::fromResource(buffer);
    Pixmap pixmap = XCompositeNameWindowPixmap(mDisplay, compositorBuffer->window());

    QVector<int> glxConfigSpec = qglx_buildSpec();
    int numberOfConfigs;
    GLXFBConfig *configs = glXChooseFBConfig(mDisplay,mScreen,glxConfigSpec.constData(),&numberOfConfigs);

    QVector<int> attribList;
    attribList.append(GLX_TEXTURE_FORMAT_EXT);
    attribList.append(GLX_TEXTURE_FORMAT_RGB_EXT);
    attribList.append(GLX_TEXTURE_TARGET_EXT);
    attribList.append(GLX_TEXTURE_2D_EXT);
    attribList.append(0);
    GLXPixmap glxPixmap = glXCreatePixmap(mDisplay,*configs,pixmap,attribList.constData());

    uint inverted = 0;
    glXQueryDrawable(mDisplay, glxPixmap, GLX_Y_INVERTED_EXT,&inverted);
    compositorBuffer->setInvertedY(!inverted);

    XFree(configs);

    m_glxBindTexImageEXT(mDisplay,glxPixmap,GLX_FRONT_EXT, 0);
    //Do we need to change the api so that we do bind and release in the painevent?
    //The specification states that when deleting the texture the color buffer is deleted
//    m_glxReleaseTexImageEXT(mDisplay,glxPixmap,GLX_FRONT_EXT);
}
void XCompositeEglClientBufferIntegration::bindTextureToBuffer(struct ::wl_resource *buffer)
{
    XCompositeBuffer *compositorBuffer = XCompositeBuffer::fromResource(buffer);
    Pixmap pixmap = XCompositeNameWindowPixmap(mDisplay, compositorBuffer->window());

    QVector<EGLint> eglConfigSpec = eglbuildSpec();

    EGLint matching = 0;
    EGLConfig config;
    bool matched = eglChooseConfig(mEglDisplay,eglConfigSpec.constData(),&config,1,&matching);
    if (!matched || !matching) {
        qWarning("Could not retrieve a suitable EGL config");
        return;
    }

    QVector<EGLint> attribList;

    attribList.append(EGL_TEXTURE_FORMAT);
    attribList.append(EGL_TEXTURE_RGBA);
    attribList.append(EGL_TEXTURE_TARGET);
    attribList.append(EGL_TEXTURE_2D);
    attribList.append(EGL_NONE);

    EGLSurface surface = eglCreatePixmapSurface(mEglDisplay,config,pixmap,attribList.constData());
    if (surface == EGL_NO_SURFACE) {
        qDebug() << "Failed to create eglsurface" << pixmap << compositorBuffer->window();
    }

    compositorBuffer->setInvertedY(true);

    if (!eglBindTexImage(mEglDisplay,surface,EGL_BACK_BUFFER)) {
        qDebug() << "Failed to bind";
    }

    //    eglDestroySurface(mEglDisplay,surface);
}