[Mesa-dev] [PATCH] egl/dri2: implement platform_null.

Emil Velikov emil.l.velikov at gmail.com
Fri Jan 23 14:04:17 PST 2015


On 23/01/15 19:24, Haixia Shi wrote:
> Hi Emil,
> 
> On Fri, Jan 23, 2015 at 8:42 AM, Emil Velikov <emil.l.velikov at gmail.com> wrote:
>> Might be worth having a look at how platform_drm does it. But we warned
>> there be dragons :)
> 
> It seems platform_drm would cast disp->PlatformDisplay to a gbm_device
> and use it if available; otherwise it always uses the first normal
> node (/dev/dri/card0).
> 
> Can it be assumed that if render nodes are available then it would
> always be the first one (/dev/dri/renderD128)? Otherwise I still think
> it is correct to run a for loop to try all the available render nodes
> (renderD128..renderD191)
> 
Ouch, so it seems that things are already in the "funny" lane. In that
case I would like to withdraw my objection on the topic, considering
that we already have a similar "not so elegant" solution.

Perhaps nvidia's GL extensions on the topic might provide a bit more
flexibility ?

Whereas for the "should we loop through all the rnodes vs open the first
one", I don't have a strong preference for either one.

Cheers,
Emil

P.S. For the future, please add a note as to which patch is the last
one. Revision changelog/info would be appreciated as well.



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