On Sun, Nov 15, 2009 at 06:56:26PM +0000, Jakob Bornecrantz wrote: > Hi I'm sorry for taking this long to respond. > The basic idea is to create API struct that holds the functions for > the different APIs and then just switch between those in EGL. There > are also some changes to the in the way that framebuffers works. I > have started to change the egl_xlib driver but haven't gotten that > far. > I have attached a patch series that adds the API and the work in > progress conversion of egl_xlib. Please feel free to continue on the > egl_xlib stuff. I was busy with the opengl-es branch last week, and don't have the time to think about it until now. Sorry for the delay.
I like the idea of st_framebuffer, and I am thinking about how EGLImage can be supported. That is, a texture image or a renderbuffer can be used to create an EGLImage which is shared with other APIs. And through extensions such as GL_OES_EGL_image, an EGLImage (created from a NativePixmap or other APIs' resources) can be used as a texture image or renderbuffer. It seems that an EGLImage can be mapped to an st_framebuffer without flush_front. Then what's lacking is a way for client APIs to look up the backing st_framebuffer of an EGLImage, as needed by GL_OES_EGL_image and others. Maybe something like struct st_co_api { struct st_framebuffer *(*lookup_framebuffer)(void *eglimage); } and a way to pass it to the client APIs? -- Regards, olv ------------------------------------------------------------------------------ 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 Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev