remove multiplexing of multiple EGL implementation
from now on, the system can only have one EGL
implementation. this means the software and h/w renderer
cannot be used at the same time on a device. Of course, the
h/w renderer is always prefered; in its absence we
default to the software renderer.
Change-Id: Ib579f58055dd0ce4c4a99144131efa11c16ca3d3
diff --git a/opengl/libs/EGL/egldefs.h b/opengl/libs/EGL/egldefs.h
index ff20957..8b42558 100644
--- a/opengl/libs/EGL/egldefs.h
+++ b/opengl/libs/EGL/egldefs.h
@@ -30,14 +30,8 @@
const unsigned int NUM_DISPLAYS = 1;
enum {
- IMPL_HARDWARE = 0,
- IMPL_SOFTWARE,
- IMPL_NUM_IMPLEMENTATIONS
-};
-
-enum {
GLESv1_INDEX = 0,
- GLESv2_INDEX = 1,
+ GLESv2_INDEX = 1
};
// ----------------------------------------------------------------------------
@@ -54,7 +48,7 @@
// ----------------------------------------------------------------------------
-extern gl_hooks_t gHooks[2][IMPL_NUM_IMPLEMENTATIONS];
+extern gl_hooks_t gHooks[2];
extern gl_hooks_t gHooksNoContext;
extern pthread_key_t gGLWrapperKey;
extern "C" void gl_unimplemented();
@@ -63,7 +57,7 @@
extern char const * const gl_names[];
extern char const * const egl_names[];
-extern egl_connection_t gEGLImpl[IMPL_NUM_IMPLEMENTATIONS];
+extern egl_connection_t gEGLImpl;
// ----------------------------------------------------------------------------
}; // namespace android