Hi again,

Ok, I'm attaching a new patch.  Read comments below.

On Mon, Mar 14, 2011 at 10:49 AM, Sung W. Park <sung...@gmail.com> wrote:

> comments here: :)
>>
>> evas_gl_context.patch:
>> yup! in. i just never handled the y invert case (or lets say.. the
>> non-inverted
>> case). i just never encountered it so i n
>>
>
>> gl_x11_evas_engine.patch:
>> surprisingly... i have very little to grumble about. the only thing is the
>> hash
>> thing where you comments "i didn't think it was necessary...". as such you
>> can
>> get away with not doing it until you try and duplicate the same texture in
>> multiple image objects. the compositor does this - or can do it (and it is
>> used
>> for some effects like exposee).  this means it will share the same gl
>> image
>> wrapper struct etc. etc. which saves some resources.
>>
>> what you need to do here is put the image in a hash - like the one that
>> uses
>> pixmap id, but here using texture id. so u'll need another native_hash so
>> that
>> id's dont clash (tex id vs pixmap id) and then put it in there and take it
>> out
>> of it just like the native_hash stuff is done for pixmap id's. :)
>>
>
> my thoughts were that it wouldn't be a big overhead to just create new
> image objects
> for each texture reference but you're right in that it does save resources
> if you reference them.
>
> by the way, is there a good way to create a unique ID that i can use for
> hashing?
> since pixmap IDs are globally unique, it's good to use it as hash keys but
> I think using
> texture IDs would be a bad idea since it's context specific.  any thoughts
> on that?
>
>
>
nevermind.  i see your point. =)  since we're in one gl context (or context
that
shares resources), i think just using texture IDs should guarantee its
uniqueness.
i've renamed the original native_hash to native_pm_hash and created a new
one
called native_tex_hash.  i've also added the code that references image
object
if one exists already.

One thing that I didn't add was in _native_free_cb, I didn't know whether I
should free
up the texture there or not.  Any thoughts on this here?

Regards,
Sung

Attachment: evas_native_set.tgz
Description: GNU Zip compressed data

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