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* fix crash when validating an invalid EGL objectsMathias Agopian2011-11-141-2/+2
| | | | | | | | | | | | the code that validated EGL objects dereferenced the object to access its EGLDisplay -- needed for validation (!). This was wrong for two reasons, first we dereferenced the object before validating it (potentially leading to a crash), secondly we didn't validate that the object existed in the right EGLDisplay. We now use the EGLDisplay passed by the user API. Change-Id: I66f9e851d4f8507892a6b1fee3065f124c4e7138
* eglTerminate() now actually frees up all active egl objectsMathias Agopian2011-05-161-5/+22
| | | | | | | | as specified by the EGL specification, terminated objects's handles become invalid, the objects themselves are destroyed when they're not current to some thread. Change-Id: Id3a4a5736a5bbc3926a9ae8385d43772edb88eeb
* refactor EGL source codeMathias Agopian2011-05-161-0/+49
no changes is functionality. split various objects into their own files. make egl_display objec's lock internal.