[PATCH] DirectFB Integration v1

Pekka Paalanen ppaalanen at gmail.com
Mon Oct 7 09:20:06 CEST 2013

On Mon, 7 Oct 2013 02:00:15 +0200
Denis Oliver Kropp <dfbdok at gmail.com> wrote:

> Hi Wayland!
> This is our first release of the integration of Weston with DirectFB ;)
> Please see http://www.directfb.org/docs/DirectFB_Foreseeing_2013-10-07.pdf
> and http://www.directfb.org/docs/DirectFB_EGL_2013-10-07.pdf for details
> and plans.
> With this version you can run Weston on any DirectFB enabled platform
> including OpenGL ES support
> via EGL where available.
> We're also introducing our abstract high-level EGL implementation called
> "EGL United". This aims to
> provide a complete EGL implementation with all extensions, e.g. WL
> extensions or DIRECTFB EGLImage
> support, while integrating different "low-level" (EGL) implementations in
> one EGLDisplay.
> The Wayland extensions in EGL United are implemented in a generic module.
> No vendor support is needed for the Wayland extensions to work!
> The patch is for 1.2, but I will provide a patch against master next day!


the EGL work sounds cool. :-) Where is it available?

While you update your patch, could you also split it into logical
commits and use git-send-email to make review more feasible, please?
Right now there is not even a diffstat, not to mention commit messages,
and the patch is huge.

I hope the commit messages will explain why each change is done, e.g.
why do you comment out asserts from simple-egl, what is the
purpose of each added component, why you disable building of
weston-editor, why you change the configure.ac defaults, why add
weston_surface::compositor_state, etc.

Also, is there a good reason to deviate from the prevalent Weston
coding style? (spaces vs. tabs, overly long lines, mixed code and
declarations... not just in the C++ code)

Was this patch meant for review, an RFC, or just a heads-up or what
you are preparing? I see quite many commented out lines of code, too.


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