On Mon, Sep 28, 2015 at 4:39 PM, Roland Scheidegger <srol...@vmware.com> wrote: > > In short, for simplicity, only things were sharable which were really > required to be shared (pretty much just actual resources - and yes that > doesn't work too well for GL neither as you can't share sampler/rt > views, let's face it GL's resource model there from legacy GL is a > disaster, not that d3d9 was any better).
OpenGL allows sharing the objects that potentially take up a lot of sharable memory, like shaders, programs, texture images, renderbuffers and vertex buffer objects. But not those who does not, like framebuffer objects and sampler objects. This makes a ton of sense to me, and calling this model "a disaster" seems quite unfair. > And IIRC multithreaded GL in general never really used to work all that > well and noone was really using that much. That's not quite true. I've been writing multithreaded OpenGL applications professionally for the last 7 years, and I've experienced very few problems with the proprietary drivers in this respect. OpenGL multi-threading works fine, and is in rather heavy use out there. You might not see those applications, but they exist. And they have been existing for a long time, without notable problems. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev