fix a race condition in eglMakeCurrent()
it would happen when a context was made non-current, in this
case we would call the implementation's eglMakeCurrent() which
would succeed, if we're rescheduled at that point, another
eglMakeCurrent() could make that context current to another thread,
however, when we came back to the original call we would
overwrite egl_context_t internal state.
this is fixed by moving the critical section under
egl_display_t's lock.
Change-Id: I743c85696e13263d3a9570824940263df0caacdc
diff --git a/opengl/libs/EGL/egl_display.h b/opengl/libs/EGL/egl_display.h
index 042ae07..4479e00 100644
--- a/opengl/libs/EGL/egl_display.h
+++ b/opengl/libs/EGL/egl_display.h
@@ -39,6 +39,7 @@
// ----------------------------------------------------------------------------
class egl_object_t;
+class egl_context_t;
class egl_connection_t;
// ----------------------------------------------------------------------------
@@ -84,10 +85,14 @@
// add reference to this object. returns true if this is a valid object.
bool getObject(egl_object_t* object) const;
-
static egl_display_t* get(EGLDisplay dpy);
static EGLDisplay getFromNativeDisplay(EGLNativeDisplayType disp);
+ EGLBoolean makeCurrent(egl_context_t* c, egl_context_t* cur_c,
+ EGLSurface draw, EGLSurface read, EGLContext ctx,
+ EGLSurface impl_draw, EGLSurface impl_read, EGLContext impl_ctx);
+ static void loseCurrent(egl_context_t * cur_c);
+
inline bool isReady() const { return (refs > 0); }
inline bool isValid() const { return magic == '_dpy'; }
inline bool isAlive() const { return isValid(); }