Searched refs:EGL_NO_DISPLAY (Results 1 – 9 of 9) sorted by relevance
20 if (display == EGL_NO_DISPLAY) in validate()115 return error(EGL_BAD_ALLOC, EGL_NO_DISPLAY); in eglGetDisplay()118 return EGL_NO_DISPLAY; in eglGetDisplay()128 if (dpy == EGL_NO_DISPLAY) in eglInitialize()159 if (dpy == EGL_NO_DISPLAY) in eglTerminate()401 return success(EGL_NO_DISPLAY); in eglCreatePbufferSurface()427 return success(EGL_NO_DISPLAY); in eglCreatePixmapSurface()623 eglMakeCurrent(EGL_NO_DISPLAY, EGL_NO_CONTEXT, EGL_NO_SURFACE, EGL_NO_SURFACE); in eglReleaseThread()955 return error(EGL_BAD_ALLOC, EGL_NO_DISPLAY); in eglGetCurrentDisplay()958 return EGL_NO_DISPLAY; in eglGetCurrentDisplay()
50 current->display = EGL_NO_DISPLAY; in DllMain()
54 ASSERT(m_eglDisplay != EGL_NO_DISPLAY); in SurfaceOpenVG()73 ASSERT(m_eglDisplay != EGL_NO_DISPLAY); in SurfaceOpenVG()92 ASSERT(m_eglDisplay != EGL_NO_DISPLAY); in SurfaceOpenVG()110 , m_eglDisplay(EGL_NO_DISPLAY) in SurfaceOpenVG()
51 if (currentDisplay == EGL_NO_DISPLAY || !managers.contains(currentDisplay)) in currentSurface()
149 if (engine->display != EGL_NO_DISPLAY) { in engine_term_display()160 engine->display = EGL_NO_DISPLAY; in engine_term_display()
68 , m_currentDisplay(EGL_NO_DISPLAY) in TransferQueue()189 if (m_currentDisplay != EGL_NO_DISPLAY) { in blitTileFromQueue()233 && m_currentDisplay != EGL_NO_DISPLAY) { in readyForUpdate()
271 if (display == EGL_NO_DISPLAY) { in createBackgroundContext()
70 #define EGL_NO_DISPLAY ((EGLDisplay)0) macro
1337 return EGL_NO_DISPLAY; in eglGetDisplay()1746 if (ctx == EGL_NO_CONTEXT) return EGL_NO_DISPLAY; in eglGetCurrentDisplay()