On 17.01.2018 13:28, Nicolai Hähnle wrote:
On 16.01.2018 18:45, Emil Velikov wrote:
Hi Tapani,
On 15 January 2018 at 12:31, Tapani Pälli <tapani.pa...@intel.com> wrote:
+static void
+update_blob_cache_functions(struct dri2_egl_display *dri2_dpy,
+ struct dri2_egl_context *dri2_ctx)
+{
+ if (!dri2_dpy || !dri2_ctx)
+ return;
AFAICT dri2_dpy can never be NULL.
+
+ /* No blob support. */
+ if (!dri2_dpy->blob)
+ return;
+
+ /* No functions to set. */
+ if (!dri2_dpy->blob_cache_set)
+ return;
+
+ dri2_dpy->blob->set_cache_funcs(dri2_ctx->dri_context,
+ dri2_dpy->blob_cache_set,
+ dri2_dpy->blob_cache_get);
+}
+
I'm wondering why you opted to make set_cache_funcs dri_context
specific as opposed to dri_screen.
The latter seems to align better to EGLDisplay.
Plus doing so will simplify the existing code - no hunk in
dri2_make_current, no dri2_dpy->blob/blob_cache_set checks, etc.
Yes, please make it a screen thing. It just makes more sense, and
there's precedent in Gallium, where the disk-cache is a per-pipe_screen
object as well.
I chose context because eventually I need to access disk_cache which is
part of gl_context. I'm not sure how would I propagate the set/get there
from dri_screen?
Thanks,
Nicolai
@@ -230,6 +231,9 @@ struct dri2_egl_display
bool is_render_node;
bool is_different_gpu;
+
+ EGLSetBlobFuncANDROID blob_cache_set;
+ EGLGetBlobFuncANDROID blob_cache_get;
These two are part of the EGL API, so they are better suited in struct
_egl_display.
-Emil
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