On Tue, Nov 10, 2009 at 03:21:35PM -0700, tom fogal wrote:
> > This is JFYI, in case someone finds it interesting.  I also hope it
> > gives more motivations to test out the opengl-es-v2 branch :)
> This is really cool, Chia-I.
> How does the android-eeepc stack differ from the stock android stack?
> Is there a chance of your OpenGL|ES 2.0 work filtering into the latter?
Because android has the idea of buffer objects (class MemoryHeap), my
work is, essentially, subclass it to provide GEM-based buffer objects.
As such, applications should not be able to notice any difference.
Becase OpenGL ES 1.x and 2.x can co-exist, it should be possible to
support 2.x with reasonable amount of work.
> We've got an app we'd like to port to `another' mobile platform,
> but shaders are a sine qua non for us.  AFAICT Apple's offerings
> are the only thing on the market which offer anything beyond fixed
> functionality.  If it was reasonably possible to get your code working
> on an Android phone, such a device would probably be our next target...
egl_android works as a DRI loader.  By adding support for swrast_dri, it
can be used as a drop-in replacement for Android's software rasterizer.
This should hold true for x86, or for a real phone.

I chose to write a DRI loader because i915_dri is more tested(?).  I
have no plan to push it upstream in its current form.  If I find the
time, I would like to convert egl_android to work as a gallium winsys
and use i915g/softpipe driver.  It is then a matter of writing a pipe
driver to support a new platform.  It also opens the possibility of
optimizing for the new CPU architecture.  That sounds a real fun, and I
wish I have the time...

-- 
Regards,
olv

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