Kristian Høgsberg wrote:
> 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.

I seem to recall that an earlier version of EGL defined EGLContext, 
EGLSurface, etc. as ints.  But since they're pointers now, we should 
get rid of the hash table/lookups.

I wasn't aware of eagle.  It would be great to merge that into Mesa's EGL.

-Brian


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