struct _Render_Engine
{
Evas_GL_Wl_Window *win;
- Evas_Engine_Info_GL_Wl *info;
+ Evas_Engine_Info_Wayland_Egl *info;
Evas *evas;
Tilebuf *tb;
int end;
{
Evas_Engine_Info_GL_Wl *info;
- info = calloc(1, sizeof(Evas_Engine_Info_GL_Wl));
+ info = calloc(1, sizeof(Evas_Engine_Info_Wayland_Egl));
info->magic.magic = rand();
info->func.best_depth_get = eng_best_depth_get;
info->render_mode = EVAS_RENDER_MODE_BLOCKING;
static void
eng_info_free(Evas *e __UNUSED__, void *info)
{
- Evas_Engine_Info_GL_Wl *in;
+ Evas_Engine_Info_Wayland_Egl *in;
// dont free! why bother? its not worth it
// eina_log_domain_unregister(_evas_engine_GL_X11_log_dom);
- in = (Evas_Engine_Info_GL_Wl *)info;
+ in = (Evas_Engine_Info_Wayland_Egl *)info;
free(in);
}
eng_setup(Evas *e, void *in)
{
Render_Engine *re;
- Evas_Engine_Info_GL_Wl *info;
+ Evas_Engine_Info_Wayland_Egl *info;
- info = (Evas_Engine_Info_GL_Wl *)in;
+ info = (Evas_Engine_Info_Wayland_Egl *)in;
if (!e->engine.data.output)
{
re = calloc(1, sizeof(Render_Engine));