History log of /frameworks/base/opengl/libs/EGL/egl_object.cpp
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
274e03c90ee6054e81a16b1bd0a54258e08ddee9 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
f1e4e06319ef461997eefe45be716ad954defcb1 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
7adf4ef0fad9973d9a07f2a73b2c4238c8e6bf7c 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