コード例 #1
0
EGLAPI EGLSurface EGLAPIENTRY eglGetCurrentSurface(EGLint readdraw) {
    if (!EglValidate::surfaceTarget(readdraw)) {
        return EGL_NO_SURFACE;
    }

    ThreadInfo* thread = getThreadInfo();
    EglDisplay* dpy    = static_cast<EglDisplay*>(thread->eglDisplay);
    ContextPtr  ctx    = thread->eglContext;

    if(dpy && ctx.Ptr()) {
        SurfacePtr surface = readdraw == EGL_READ ? ctx->read() : ctx->draw();
        if(surface.Ptr())
        {
            // This double check is required because a surface might still be
            // current after it is destroyed - in which case its handle should
            // be invalid, that is EGL_NO_SURFACE should be returned even
            // though the surface is current.
            EGLSurface s = (EGLSurface)SafePointerFromUInt(surface->getHndl());
            surface = dpy->getSurface(s);
            if(surface.Ptr())
            {
                return s;
            }
        }
    }
    return EGL_NO_SURFACE;
}
コード例 #2
0
EGLAPI EGLBoolean EGLAPIENTRY eglDestroySurface(EGLDisplay display, EGLSurface surface) {
    VALIDATE_DISPLAY(display);
    SurfacePtr srfc = dpy->getSurface(surface);
    if(!srfc.Ptr()) {
        RETURN_ERROR(EGL_FALSE,EGL_BAD_SURFACE);
    }

    dpy->removeSurface(surface);
    return EGL_TRUE;
}
コード例 #3
0
EGLSurface EglDisplay::addSurface(SurfacePtr s ) {
    android::Mutex::Autolock mutex(m_lock);
    unsigned int hndl = s.Ptr()->getHndl();
    EGLSurface ret =reinterpret_cast<EGLSurface> (hndl);

    if(m_surfaces.find(hndl) != m_surfaces.end()) {
        return ret;
    }

    m_surfaces[hndl] = s;
    return ret;
}
コード例 #4
0
bool EglDisplay::removeSurface(SurfacePtr s) {
    android::Mutex::Autolock mutex(m_lock);

    SurfacesHndlMap::iterator it;
    for(it = m_surfaces.begin(); it!= m_surfaces.end(); it++)
    {
        if((*it).second.Ptr() == s.Ptr()) {
            break;
        }
    }
    if(it != m_surfaces.end()) {
        m_surfaces.erase(it);
        return true;
    }
    return false;
}
コード例 #5
0
bool EglContext::usingSurface(SurfacePtr surface) {
  return surface.Ptr() == m_read.Ptr() || surface.Ptr() == m_draw.Ptr();
}