<br><div class="gmail_quote">2012/11/5 Bill Spitzak <span dir="ltr"><<a href="mailto:spitzak@gmail.com" target="_blank">spitzak@gmail.com</a>></span><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div class="im"> I agree that it would be nice to not<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
create extra surfaces, but I think the cleanest way to do that would<br>
be an EGL extension, otherwise pretty much all existing OpenGL code<br>
will have to be modified in various ways in order to be ported.<br>
</blockquote>
<br></div>
I agree this would be useful, but it is not the *requirement*.<br>
<br>
The requirement is that it be possible for non-OpenGL libraries to draw into the same buffer the OpenGL. To me this implies that wayland buffers must be memory mapped as writable buffers in client memory space.<br>
<br>
It is tempting to say that a Cairo or Pixman-style OpenGL backend will solve this but I have my doubts, especially if non-OpenGL programs are not using it. And there is just a ton of stuff that wants to fiddle with pixels directly.</blockquote>
<div><br></div><div>I don't see how that would help drawing client side decorations. Or are you talking about a different problem? </div><div>The problem is not how to draw the decorations, but how to make the client use OpenGL without having to know it has a decoration, just as it would do without any decoration.</div>
<div><br></div><div>Giulio</div><div><br></div></div>