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
evas_native_set.tgz
Description: GNU Zip compressed data
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