Carsten wrote:

>>      But what I was curious about was what exactly you had in mind
>> with your:
>>
>> typedef struct _Evas_Native_Surface Evas_Native_Surface; 
>> /**< A generic datatype for engine specific
>>      native surface information */
>>
>> EAPI void
>> evas_object_image_native_surface_set(Evas_Object *obj,
>>                                      Evas_Native_Surface *surf);
>> EAPI Evas_Native_Surface *
>> evas_object_image_native_surface_get(Evas_Object *obj);
>>     
>
> for example. if it's the GL engine u can set a GL texture ID directly as the
> image native surface (u will need to provide extra info like width/height, has
> alpha etc. in a small wrapper struct), or a pixmap / xrender picture for x11
> (again need to provide some extra info like visual, format etc.). so evas will
>   

      Yeah, that's what I thought you meant - though there are other
interpretations possible (eg. make a gl texture native surface work
even with a software-x11 canvas, if glx is available, etc.).


> then take the target-specific "native surface" and just use it as if evas
> owned/created it itself. this is how u'd do a composite manager - xrender
> engine, you pass it pixmaps/xrender pictures for native sruface as images, you
> swallow images into containers and control them. on damage events u add update
> regions to the image. evas does the rest.
>
>   
      What do you do if such a native surface is set and one asks
for the argb data? What do you do about users setting native surfaces
which don't match with the display targets somehow (differing x
resources for example).
      I'd say - restrict native surface api to only have a 'get'
func, ie. evas provides a suitable surface for you to draw to,
but not for you to 'set' one such...?




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