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 ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ Mesa3d-dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
