On Tue, Feb 23, 2010 at 18:05, Chia-I Wu <olva...@gmail.com> wrote: > Hi list, > > We at LunarG are working on resource sharing between EGL and its rendering and > non-rendering APIs. The resource sharing is at the driver level and it > enables > us to properly support various EGLImage extensions for EGL/OpenGL|ES/OpenVG as > well as OpenMax's OMX_UseEGLImage. > > We would like to formalize our changes to Gallium and the current design > document is available at > > http://www.lunarg.com/wordpress/wp-content/downloads/surface-manager-design.pdf > > To summarize, resource sharing between EGL and its rendering APIs (OpenGL ES > and OpenVG) will be made possible through the switch to st_api.h[1], which > aims > to replace st_public.h that is implemented by st/mesa and st/vega. It has > been > discussed several times on the list. The list archive should have more > details > than the document right now. > > The only non-rendering API in existence is OpenMax. What we would like to do > is to support decoding video frames into texture objects directly, which is > defined in OpenMax IL through the use of EGLImage. We've picked Bellagio[2] > for our work. As Bellagio is a 3rd party project, what this means to Gallium > is that we will work on a new state tracker that grants Bellagio access to > pipe_textures. > > We would like to submit the new state tracker (as well as st_api.h) for > upstream review & inclusion when we have a working implementation. We think > it > is important for us to start our work publicly to make sure we are working in > the direction that Gallium is moving. It should be beneficial for both Mesa > and us. We are improving the design document as we progress. Any feedback on > our design and the new state tracker will be appreciated. >
I have one comment/question, are you going to use vl for that? It's obviously intended to target multiple APIs... Stephane ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev