compositor: Update to use new tokens for EGL_WL_bind_wayland_display
authorKristian Høgsberg <krh@bitplanet.net>
Thu, 19 Jul 2012 18:20:20 +0000 (14:20 -0400)
committerKristian Høgsberg <krh@bitplanet.net>
Thu, 19 Jul 2012 18:20:20 +0000 (14:20 -0400)
src/compositor.c

index bc36d40..19d5acf 100644 (file)
@@ -725,7 +725,7 @@ weston_surface_attach(struct wl_surface *surface, struct wl_buffer *buffer)
 {
        struct weston_surface *es = (struct weston_surface *) surface;
        struct weston_compositor *ec = es->compositor;
-       EGLint attribs[3], components;
+       EGLint attribs[3], format;
        int i, num_planes;
 
        if (es->buffer) {
@@ -773,28 +773,27 @@ weston_surface_attach(struct wl_surface *surface, struct wl_buffer *buffer)
                else
                        es->blend = 1;
        } else if (ec->query_buffer(ec->egl_display, buffer,
-                                   EGL_WAYLAND_BUFFER_COMPONENTS_WL,
-                                   &components)) {
+                                   EGL_TEXTURE_FORMAT, &format)) {
                for (i = 0; i < es->num_images; i++)
                        ec->destroy_image(ec->egl_display, es->images[i]);
                es->num_images = 0;
 
-               switch (components) {
-               case EGL_WAYLAND_BUFFER_RGB_WL:
-               case EGL_WAYLAND_BUFFER_RGBA_WL:
+               switch (format) {
+               case EGL_TEXTURE_RGB:
+               case EGL_TEXTURE_RGBA:
                default:
                        num_planes = 1;
                        es->shader = &ec->texture_shader_rgba;
                        break;
-               case EGL_WAYLAND_BUFFER_Y_UV_WL:
+               case EGL_TEXTURE_Y_UV_WL:
                        num_planes = 2;
                        es->shader = &ec->texture_shader_y_uv;
                        break;
-               case EGL_WAYLAND_BUFFER_Y_U_V_WL:
+               case EGL_TEXTURE_Y_U_V_WL:
                        num_planes = 3;
                        es->shader = &ec->texture_shader_y_u_v;
                        break;
-               case EGL_WAYLAND_BUFFER_Y_XUXV_WL:
+               case EGL_TEXTURE_Y_XUXV_WL:
                        num_planes = 2;
                        es->shader = &ec->texture_shader_y_xuxv;
                        break;