On Thu, Aug 13, 2009 at 3:01 AM, Chia-I Wu<[email protected]> wrote:
> Hi all,
>
> While working on EGL and its drivers, I found that I always have to
> perform a lookup to convert an EGL handle (EGLDisplay, EGLContext, etc.)
> to its internal data structure (_EGLDisplay, _EGLContext, etc.).  After
> the lookup, I also have to error check the result and set proper error
> code.
>
> Existing drivers sometime do not check the result, or do not to set the
> error code.  Even the default implementation in EGL core forgets to do
> so here and there.  I think it is a sign that lookup and error checking
> is better to be done in EGL core, or more specifically, in the EGL API
> entry points.

Hi,

I've been looking at the mesa egl implementation a bit too, with an
eye to merge eagle[1] into it.  I'm also not happy with the
_EGLContext and the required lookups, but I'd like to take your idea
one step further and eliminate the lookups and the hash table
entirely.  There is no need to do any lookups, the EGL types are
defined as void pointers, so we can just cast back to a struct
_EGLConfig or similar.  That they're defined as void * instead of type
safe opaque structs is beyond me, but I digress.  The EGL API is
defined like this so an implementation  doesn't have to use hash
tables or the like.  I don't know why mesa EGL uses a hash table, but
it's unecessary complexity that we should rather just get rid of.

cheers,
Kristian

[1] http://hoegsberg.blogspot.com/2009/07/eagle-egl-loader.html

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