#include <dali/internal/render/gl-resources/context.h>
#include <dali/internal/render/gl-resources/texture-units.h>
#include <dali/internal/render/gl-resources/gl-texture.h>
+#include <dali/devel-api/images/native-image-interface-extension.h>
namespace Dali
{
{
// Bind the texture id
mContext.ActiveTexture( textureunit );
- mContext.Bind2dTexture(mId);
+ int textureTarget = GL_TEXTURE_2D;
+ NativeImageInterface::Extension* extension = mNativeImage->GetExtension();
+ if( extension )
+ {
+ textureTarget = extension->GetEglImageTextureTarget();
+ }
+
+ mContext.BindTexture( textureTarget, mId );
mNativeImage->PrepareTexture();
}
{
mContext.GenTextures( 1, &mId );
mContext.ActiveTexture( TEXTURE_UNIT_UPLOAD ); // bind in unused unit so rebind works the first time
- mContext.Bind2dTexture( mId );
+
+ int textureTarget = GL_TEXTURE_2D;
+ NativeImageInterface::Extension* extension = mNativeImage->GetExtension();
+ if( extension )
+ {
+ textureTarget = extension->GetEglImageTextureTarget();
+ }
+
+ mContext.BindTexture( textureTarget, mId );
mContext.PixelStorei( GL_UNPACK_ALIGNMENT, 1 ); // We always use tightly packed data
}
else
{
- DALI_LOG_ERROR( "Error creating native image!" );
+ DALI_LOG_ERROR( "Error creating native image!\n" );
}
return mId != 0;