274e03c90ee6054e81a16b1bd0a54258e08ddee9 |
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14-Nov-2011 |
Mathias Agopian <mathias@google.com> |
fix crash when validating an invalid EGL objects 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
/frameworks/base/opengl/libs/EGL/egl_object.cpp
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f1e4e06319ef461997eefe45be716ad954defcb1 |
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17-May-2011 |
Mathias Agopian <mathias@google.com> |
eglTerminate() now actually frees up all active egl objects 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
/frameworks/base/opengl/libs/EGL/egl_object.cpp
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7adf4ef0fad9973d9a07f2a73b2c4238c8e6bf7c |
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14-May-2011 |
Mathias Agopian <mathias@google.com> |
refactor EGL source code no changes is functionality. split various objects into their own files. make egl_display objec's lock internal.
/frameworks/base/opengl/libs/EGL/egl_object.cpp
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