Lines Matching defs:surface

60 // includes the display, context, and surface. It is possible to either create
64 // surface.
75 // Inits a new GL environment, including a new surface and context. You
80 // there is already a display, surface and context available (possibly
96 // When rendering to a visible surface, call this to swap between the
103 // Add a surface to the environment. This surface will now be managed (and
104 // owned) by the GLEnv instance. Returns the id of the surface.
105 int AddSurface(const EGLSurface& surface);
107 // Add a window surface to the environment. The window is passed in as
109 // This surface will now be managed (and owned) by the GLEnv instance.
110 // Returns the id of the surface.
111 int AddWindowSurface(const EGLSurface& surface, WindowHandle* window_handle);
113 // Switch to the surface with the specified id. This will make the surface
115 // to switch to the default surface. Returns true if successful.
118 // Release the surface with the specified id. This will deallocate the
119 // surface. If this is the active surface, the environment will switch to
120 // the default surface (0) first. You cannot release the default surface.
123 // Set the timestamp for the current surface. Must be called
128 // Looks for a surface with the associated window handle. Returns -1 if no
129 // surface with such a window was found.
132 // Obtain the environment's EGL surface.
133 const EGLSurface& surface() const {
236 // The currently active context and surface ids.
240 // Dummy surface for context
246 // The maximum surface id used.