Le 05/12/2010 22:22, Denis Oliver Kropp a écrit :
I have DirectFB acceleration on top of OpenGL ES 1.1 and also 2.0 (2
gfxdrivers).
There's also a pure egl based system module and a system module that does
mixed X11 and egl for nVidia Tegra.
I will publish the code shortly. It's been already quite a while this exists
*sigh*
Well, good news ! I was pretty sure that somebody had gone down this
path before, but I wasn't expecting full implementations ...
The pure egl based system module just creates a fullscreeen egl window surface
and uses frame buffer objects for the surfaces.
Yes, that's similar to what I am doing for the GLES WebKit backend: one
main EGL surface, and one FBO per WebGL 3D Canvas. However, since WebGL
requires its own context, I cannot directly render the canvas into the
main window: instead, I render to a texture that is shared with the main
context (and later blitted).
A few weeks ago I started a new interface called IDirectFBGL2 which allows
you to create GL contexts independent of surfaces. Then you can call
IDirectFBGL2Context::Bind( draw_surface, read_surface ).
So basically an equivalent to eglMakeCurrent ?
True. I have a basic egl API implementation on top of IDirectFBGL2 with
the egl based gears example working (only egl and gl API used, no DirectFB).
eglCreateWindowSurface with IDirectFBWindow and
eglCreatePixmapSurface with IDirectFBSurface are working.
That's interesting, but in my case (WebKit port) I do want to use
directfb as the main backend for graphics + input. I only need to make
sure it is properly accelerated, and that I can have access to the GPU
(when there is one) for some of the graphical elements.
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