On Thursday 16 July 2009 12:18:15 Chia-I Wu wrote:
> On Thu, Jul 16, 2009 at 03:43:12PM +0800, Chia-I Wu wrote:
> > They are tested with xeglthreads, using egl_softpipe.so and egl_glx.so.
> > Beyond this series, I plan to work on cleaning up driver choosing, adding
> > more error checking, and adding mutex support (EGL should be
> > thread-safe).
>
> I forgot to mention that with the changes, it is possible to have both a
> current OpenVG context and a current OpenGL context doing the rendering
> at the same time,
Nice.
> provided
> * libOpenVG.so and libGL.so use different symbol names for
> st_make_current, etc.
> * egl_softpipe.so is modified to call the right st functions
>
> This is hackish, and I haven't come up with a sane way to do it right..
Yea, I didn't see a good way of doing it as well.
Most likely the best approach would be to have static entry points for
individual apis. e.g. vg_create_context, es11_create_context,
es20_create_context or such (resolved at runtime),each that take a struct with
function pointers that can be filled with the respective interfaces.
E.g.
struct egl_context_api {
void *state_tracker;
void * (*create_framebuffer)(const void *visual,
enum pipe_format colorFormat,
enum pipe_format depthFormat,
enum pipe_format stencilFormat,
uint width, uint height,
void *privateData);
void (*make_current)(struct egl_context_api *st,
struct st_framebuffer *draw,
struct st_framebuffer *read);
...
};
that the state trackers can fill.
z
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