[Mesa-dev] Should we need one release function for DRI's GLX_EXT_texture_from_pixmap?
Zhao, Juan J
juan.j.zhao at intel.com
Thu Jan 6 18:01:49 PST 2011
On Thu, 2011-01-06 at 08:36 -0500, Kristian Høgsberg wrote:
> On Thu, Jan 6, 2011 at 4:33 AM, Zhao, Juan J <juan.j.zhao at intel.com> wrote:
> > On Wed, 2011-01-05 at 08:28 -0500, Kristian Høgsberg wrote:
> >> On Tue, Jan 4, 2011 at 11:10 PM, Zhao, Juan J <juan.j.zhao at intel.com> wrote:
> >> > Hi all,
> >> >
> >> > In the structure “__DRItexBufferExtensionRec”, we don’t have
> >> > one release interface now. But in our platform, we need to release some
> >> > resources.
> >> >
> >> > Why we don’t need the release interface? Or should we add
> >> > one?
> >> In the open source drivers, glXBindTexImageEXT is pretty much the same
> >> as glBindTexture. The pixmaps stays bound until you bind another
> >> texture or pixmap, at which point all the resources are released.
> >> There is nothing for the open source drivers to do in release, so the
> >> DRI extension never had a release function. If you need a release
> >> function, just send a patch and we can add it. You'll need to bump
> >> the extension version number and then add the call to release in the
> >> dri loaders (libGL, AIGLX, egl_dri2) conditional on the extension
> >> version.
> > Thanks a lot! :)
> > I add this interface. Would you please help to check it?
> >> Kristian
> Looks good, just a few commets: I don't think we need the format
> argument in release do we? I'd like to drop that to make it a little
> easier to call the release function.
Thank your for your comments.:)
Yes, we don't need this. I just removed this parameter.
> Also, in files in the mesa repo,
> and in particular dri_interface.h, we don't need to check for
> __DRI_TEX_BUFFER_VERSION >=3, since we know exactly what versions are
> available. Only the AIGLX code in X (and potentially other
> out-of-tree users of the DRI driver interface) need this.
OK. And I updated this.
> And please
> keep the commit message under 80 characters wide: use a short
> description in the header, then provide more detail in the following
> lines, if necessary.
Thanks a lot. I corrected the commit message.
> Finally, why do you need the invalidate call in
I think the invalidate call is used to flush and bump the stamp
sequence. When the stamp is changed, we will update render buffers and
finally update frame-buffer size. Now we are releasing the texture
image, so we need this call.
Many thanks & Best Regards
SSD-OTC Meego Middleware & TV Team
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