2009/8/13 Brian Paul <[email protected]>:
> 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.

Great.  Maybe Chia-I Wu can update his patch and I'll start merging
the eagle dri2 bits over.

cheers,
Kristian

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