<div dir="ltr">Hi thank you for the help, I will test <div><br></div><div>The only reason for trying to use the texture to wl_buffer directly was just to get something working and then work back from there to see if it was an application side issue or not. </div><div><br></div><div>Also just a fun experiment.<br><div class="gmail_extra"><br><div class="gmail_quote">On Sun, Mar 29, 2015 at 6:04 AM, Jason Ekstrand <span dir="ltr"><<a href="mailto:jason@jlekstrand.net" target="_blank">jason@jlekstrand.net</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-color:rgb(204,204,204);border-left-style:solid;padding-left:1ex"><span class=""><p dir="ltr">On Sat, Mar 28, 2015 at 6:57 AM, x414e54 <<a href="mailto:x414e54@linux.com" target="_blank">x414e54@linux.com</a>> wrote:<br></p></span><span class="">
<p dir="ltr">> I was originally blitting the texture to the default framebuffer and then<br>
> trying to use eglSwapBuffers. But for some reason eglSwapBuffers was<br>
> returning EGL_BAD_SURFACE even though eglMakeCurrent had no errors.</p>
</span><p dir="ltr">Can you render to it? That sounds like something is wrong in the way you're setting up your EGLSurface. Of you can render you should be able to blit.<span class=""><font color="#888888"><br>
--Jason</font></span></p></blockquote><div><br></div><div>If I call eglSwapBuffers just after the context creation it works fine and the buffer is committed to the Wayland surface. </div><div><br></div><div>Making the context current and performing the glBlit also works fine (tested using glReadPixels). eglQuerySurface also seems to work fine.</div><div><br></div><div>However eglSwapInterval and eglSwapBuffers returns EGL_BAD_CONTEXT and EGL_BAD_SURFACE respectively.</div><div><br></div><div>The code is run all in one function and during a mutex to prevent the context becoming current on another thread.</div><div><br></div></div><br></div></div></div>