Lines Matching defs:surface
59 // includes the display, context, and surface. It is possible to either create
63 // surface.
74 // Inits a new GL environment, including a new surface and context. You
79 // there is already a display, surface and context available (possibly
95 // When rendering to a visible surface, call this to swap between the
102 // Add a surface to the environment. This surface will now be managed (and
103 // owned) by the GLEnv instance. Returns the id of the surface.
104 int AddSurface(const EGLSurface& surface);
106 // Add a window surface to the environment. The window is passed in as
108 // This surface will now be managed (and owned) by the GLEnv instance.
109 // Returns the id of the surface.
110 int AddWindowSurface(const EGLSurface& surface, WindowHandle* window_handle);
112 // Switch to the surface with the specified id. This will make the surface
114 // to switch to the default surface. Returns true if successful.
117 // Release the surface with the specified id. This will deallocate the
118 // surface. If this is the active surface, the environment will switch to
119 // the default surface (0) first. You cannot release the default surface.
122 // Set the timestamp for the current surface. Must be called
127 // Looks for a surface with the associated window handle. Returns -1 if no
128 // surface with such a window was found.
131 // Obtain the environment's EGL surface.
132 const EGLSurface& surface() const {
235 // The currently active context and surface ids.
239 // Dummy surface for context
245 // The maximum surface id used.