Chia-I Wu wrote: > Hi, > > This patch series aims to remove eglhash.c and eglhash.h. Consider the > speed of eglHashTable in its current form, and that there are usually > only a small number of displays/surfaces/contexts, it should be faster > to simply use lists. It also gives cleaner code. > > It depends on the last two patch series I sent earlier today. One of > them is too large (because of lots of s/xxx/yyy/) and is moderated > though. You might see this patch series first. > > The first two patches removes hash tables from surface lookup and > display lookup respectively (context does not use a hash table since > beginning). Lists are used to chain displays, contexts, and surfaces. > And a _EGLDisplay or _EGLSurface is directly casted to a EGLDisplay or > EGLSurface. > > The third patch makes lookup functions static inline, and the fourth > patch adds back handle checking. The checks are done by traversing the > lists, and can be disabled at compile time. > > The following patch removes eglhash.[ch]. And the last patch fixes a > compilation error of progs/egl/demo3, which uses an internal function of > EGL core directly. Please help review. > >
NACK, it is very seldom allowed for any GL api to cause the program to crash due to inputs to any of the exposed calls. According to the specification any invalid EGLDisplay's or EGLSurface's should raise the appropriate EGL_BAD_[DISPLAY|SURFACE] error state. I don't mind dropping the hash tables for some faster validation test, just in its current form I don't feel all that comfortable applying this patch series. As stupid as eglInitialize((EGLDispaly)0x1, NULL, NULL); is it shouldn't crash the program. Cheers Jakob. ------------------------------------------------------------------------------ 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
