On Tue, Sep 18, 2012 at 9:14 PM, Christopher Michael <cp.mich...@samsung.com
> wrote:

> On 18/09/12 12:21, Carsten Haitzler (The Rasterman) wrote:
> > On Mon, 17 Sep 2012 18:52:06 +0900 "Sung W. Park" <sung...@gmail.com>
> said:
> >
> > you might want to check your compile warnings. :) like...
> >
> > evas_engine.c:2620:1: warning: no return statement in function returning
> > non-void
> >
> > :) other fun like unused parameters in evas_gl_api.c ...
> >
> > hint:
> >
> > export CFLAGS="-W -Wall -Wextra"
> >
> > :)
> >
> >
> > and yes even tho the eglCreateWindowSurface() using root is not portable
> to
> > wayland. it is in gl_x11 which means its bound to x11. so thats ok. i
> don't see
> > what else could have been done. if the egl/glx stuff was virtualized to
> be
> > shared then yes - it'd be a problem. :)
>
> I was under the impression that the patch was to address virtualization
> to reduce duplicated code...



I guess maybe I wasn't completely clear.

Yes, I am handling the duplicate code.  What I have done is separate all
the GL code with EGL/GLX (platform dependent) code.  All the GL code is
implemented in gl_common/ under evas_gl_core and etc. and the platform
dependent parts are implemented in evas_engine.c as engine functions.   So,
for waylaind_egl engine, you'd have to implement those parts, although
technically you can copy and paste the egl part from gl_x11 engine with a
few minor tweaks.  At least this will get rid of 2000 lines of duplicate
code in evas_engine. :-) I can help you try to port it over to wayland_egl
engine.. although I won't be able to test it.

Let me know if you questions.
Sung



> dh
>
> >
> > evas_engine.c has lost like 2000 lines of code. that's good! :)
> >
> > i say put it in and clean up the nigglies (formatting etc.) then live. :)
> >
> >> Hi all,
> >>
> >> I'd like to ask you devs for review on Evas_GL that I've recently
> refactored
> >> before I push it upstream.
> >>
> >> evas_gl was introduced last year and it has gotten really messy over the
> >> year
> >> with a lot of little tweaks here and there.
> >>
> >> Also, I've noticed not too long ago that the same code was pretty much
> >> being
> >> copied over to wayland_egl engine and so I've decided that it's about
> time
> >> to
> >> rewrite the ugly code.
> >>
> >> I've commonized the GL part of the code and made an interface that
> >> each engine has to implement to get the evas_gl running.  In the overall
> >> scheme of things, one can argue whether this was the best design but
> with
> >> what we have currently, i thought it was reasonable.
> >>
> >> I'm attaching a patch that modifies the following files...
> >>
> >> src/modules/engines/gl_common/Makefile.am
> >> src/modules/engines/gl_x11/evas_engine.c
> >>
> >> and I've added 7 new files in gl_common.
> >>
> >> src/modules/engines/gl_common/evas_gl_core_private.h
> >> src/modules/engines/gl_common/evas_gl_core.h
> >> src/modules/engines/gl_common/evas_gl_core.c
> >> src/modules/engines/gl_common/evas_gl_api.c
> >> src/modules/engines/gl_common/evas_gl_api_ext_def.h
> >> src/modules/engines/gl_common/evas_gl_api_ext.h
> >> src/modules/engines/gl_common/evas_gl_api_ext.c
> >>
> >> I'm also including two samples files as well as a PPT slides I've
> >> made for some people here.
> >>
> >> Your comments would be greatly appreciated.
> >>
> >> cheers,
> >> Sung
> >
> >
>
>
>
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