Hi again,

On Wed, Mar 16, 2011 at 5:02 PM, Sung W. Park <sung...@gmail.com> wrote:
> Hi Cedric,
> Thanks for the review and the comments.  I'm glad to hear that it worked =)
>
> On Wed, Mar 16, 2011 at 11:35 PM, Cedric BAIL <cedric.b...@free.fr> wrote:
>> On Wed, Mar 16, 2011 at 8:26 AM, Sung W. Park <sung...@gmail.com> wrote:
>> > Based on the discussions and the comments that I've been getting, I'm
>> > attaching
>> > patches for the community to review and test out the code. The patches
>> > implement
>> > the code for the gl_x11 backend.  Other backends can be taken care of
>> > later
>> > once this has been reviewed.
>> >
>> > I apologize if this patch seems a bit big.  I felt that we've had enough
>> > discussions
>> > on this topic already in increments and now we're at a point where we
>> > can
>> > see this
>> > prototype.
>>
>> I don't think them to big, they are really easy to understand and
>> follow. I really like that !
>>
>> > Here are the description of the patches:
>> > (by the way, apply the patches by giving -p0 from evas directory)
>> >
>> > 1. Evas_Engine_GL_Context.patch
>> >  - Basically, this patch replaces all the instances of Evas_GL_Context
>> > used
>> >    by the gl engines to Evas_Engine_GL_Context.  This was changed
>> > because
>> >    Evas_GL_Context is exposed to the users by Evas_GL.h and this was
>> > ok'ed
>> >    in the previous discussion.
>>
>> Ok, just reading it. Why do you need to add :
>> +#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
>> +#include <EGL/egl.h>
>> +#else
>> +#include <GL/glx.h>
>> +#endif
>
> This part of the code should not be there!  It was from the previous hack
> that I did to expose the Evas' GL context.  It was a foolish was but
> it did help me get my feet wet.  I thought I deleted it but it managed to
> hide in there somehow.  You can just delete it and it works fine.

So that one is in svn. I also added you in the AUTHORS file, if you
prefer another mail address, please let me know.

>> in src/modules/engines/gl_x11/Evas_Engine_GL_X11.h . What is the
>> purpose of this patch ? And why do you use evas private configure
>> define in a public header ?
>>
>> By the way the rest of the patch is ok to go in as it is.
>>
>> > 2. evas_gl.patch
>> >  - This patch includes the image_object_native_surface_set() patch
>> >    since it's required to run evas_gl and this patch hasn't been
>> > reflected
>> >    in the svn yet.
>> >  - And, it has the rest of the code that allows evas_gl to run for
>> > gl_x11
>> > engine.
>>
>> It seems you are currently destroying a surface using evas context
>> instead of the right context, because it could be destroyed. Maybe I
>> am wrong, but couldn't you implement a refcount attached to the user
>> context to prevent destruction as long as some surface are attached to
>> it. The rest of the patch looks good to me. Now we should wait for the
>> software version :-) Hum, maybe it would be good Vincent if you could
>> review it to, so we are sure nothing goes wrong when you try to port
>> this feature on Windows (I don't see anything obvious, but more eyes
>> is always better).
>>
>
> Essentially, Evas_GL_Surface is implemented using an FBO and a
> texture and the texture can be seen both by the Evas' GL context and
> then user created context.  the reason why I'm using Evas' context in
> the surface_destroy code instead of using the user context is because
> the user context can be destroyed first.  I could potentially keep a ref
> count on the context and destroy it together but I didn't see a point in
> doing that here.  it would work just fine using Evas' GL context.
> that's why i make sure that i unbind the context once i use it.  maybe
> there is an angle that i'm not seeing here though.  i'm definitely open
> to suggestions. =)

Well, it works, it's just it would be cleaner imho, but as you say not
that much necessary. Not a blocker in my opinion.

>> > 3. Evas_GL.h
>> >  - Instead of putting it as part of the patch, I've included them
>> > separately so it
>> >    can be viewed easily.
>> >  - This files goes in
>> >    src/lib/
>>
>> > 4. evas_gl.c
>> >  - Instead of putting it as part of the patch, I've included them
>> > separately so it
>> >    can be viewed easily.
>> >  - This files goes in
>> >    src/lib/canvas/
>>
>> Maybe in evas_gl_new you should check the validity of the Evas object.
>> And before calling any evas_gl->evas->engine.func, you should check if
>> they are correctly set. That's for the obvious, don't see much more
>> than that.
>>
> Good point!  I'll add that =)
>
>>
>> > 5. examples/
>> >  - I've included 3 sample programs + Makefile
>> >    a. evasglsample1.c (a simple triangle using GL)
>> >    b. evasglgears.c (famous gears using Evas_GL)
>> >    c. evasglessample1.c (a simple triangle using GLES)
>> >  - You can simply do a make in the directory and it'll compile the
>> > evaglsampl1
>> >    and evasglgears by default.
>>
>> Hehe, looks nice :-) Examples are easy to understand and make this API
>> sounds good.
>>
>> > I just tested with a fresh co from SVN and have applied the patches.  I
>> > hope
>> > it works.
>>
>> I confirm it run well on my computer :-)
>>
>> > thanks in advance for your comments!
>>
>> That's good ! Could have been my only comment ;-)
>
> Let me know if you guys have other comments/suggestions.

Yeah, stop sleeping and review that patch ! :-)
-- 
Cedric BAIL

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