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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