replicant-frameworks_native/opengl/libagl
Jesse Hall 5f555569e7 When disconnecting a surface, cancel don't queue the buffer
This isn't really right either, but avoids having an extra buffer that
the consumer has to drain which it might not be expecting.

To be correct, disconnecting a surface from a context should retain
the current buffer and continue using it when reconnected. The buffer
should only be canceled when the surface is destroyed. That will wait
for a later change.

Bug: 8320762
Change-Id: I5efa39c741193ca4f5612ea9de001ccbb683b345
2013-03-07 15:21:26 -08:00
..
Android.mk Simplify OpenGL TLS access on ARM. 2013-02-13 17:30:54 -08:00
array.cpp
array.h
BufferObjectManager.cpp
BufferObjectManager.h
context.h
dxt.cpp
dxt.h
egl.cpp When disconnecting a surface, cancel don't queue the buffer 2013-03-07 15:21:26 -08:00
fixed_asm.S
fp.cpp
fp.h
iterators.S
light.cpp libagl: Transform the vertex if using eye space lighting with point lights 2012-07-12 16:59:20 +03:00
light.h
matrix.cpp
matrix.h
mipmap.cpp
primitives.cpp
primitives.h
state.cpp Implement the EGL_KHR_fence_sync in libagl 2012-05-22 12:11:41 -07:00
state.h
texture.cpp
texture.h
TextureObjectManager.cpp
TextureObjectManager.h
Tokenizer.cpp
Tokenizer.h
TokenManager.cpp
TokenManager.h
vertex.cpp
vertex.h