Hello I was talking about evas_gl.c
Is that a fresh new file?
Sorry I missed it.
So never mind.

Thanks.
Daniel Juyung Seo (SeoZ)
On Mar 24, 2011 1:34 PM, "Sung W. Park" <sung...@gmail.com> wrote:
> Hi Daniel,
>
> Can you elaborate on what you mean by making this as a patch?
>
> I've sent two patches for the files that need to be updated, one of which
> has been applied
> already. The other one has been reviewed a little but hasn't been applied
> yet.
>
> As for the other files, they need to be freshly added to the svn and since
i
> don't have
> commit access, i've just attached them separately.
>
> Let me know what you mean by it.
>
> cheers,
> Sung
>
>
>
> On Thu, Mar 24, 2011 at 12:32 AM, Daniel Juyung Seo <seojuyu...@gmail.com
>wrote:
>
>> Can you make this as a patch?
>>
>> Thanks.
>> Daniel Juyung Seo (SeoZ)
>>
>> On Thu, Mar 17, 2011 at 11:34 PM, Sung W. Park <sung...@gmail.com> wrote:
>> > Hi again,
>> >
>> > On Thu, Mar 17, 2011 at 2:39 AM, Cedric BAIL <cedric.b...@free.fr>
>> wrote:
>> >
>> >> 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.
>> >>
>> >
>> > Great! That email address is fine. wow, thanks.
>> >
>> >
>> >>
>> >> >> 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.
>> >>
>> >
>> > It would be cleaner. Maybe I'll revisit it at a later time. I'm taking
>> > tomorrow
>> > off to get some rest finally =)
>> >
>> >
>> >>
>> >> >> > 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 ! :-)
>> >>
>> >
>> > LOL. yeah, it was only a little past midnight when I sent out that
>> email.
>> >
>> > By the way, I have added
>> >
>> > MAGIC_CHECK(e, Evas, MAGIC_EVAS);
>> > return NULL;
>> > MAGIC_CHECK_END();
>> >
>> > in evas_gl_new() as you've suggested. It's probably not necessary but
>> I'll
>> > just attach the file anyway.
>> >
>> > cheers,
>> > Sung
>> >
>> > --
>> >> Cedric BAIL
>> >>
>> >
>> >
>>
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