[PATCH 2/7] gl-renderer: Refactor gl_renderer_output_window_create()

Miguel Angel Vico mvicomoya at nvidia.com
Tue Mar 22 22:46:49 UTC 2016


Hi Daniel,

On Tue, 22 Mar 2016 09:02:55 +0000
Daniel Stone <daniel at fooishbar.org> wrote:

> Hi Miguel,
> 
> On 21 March 2016 at 16:37, Miguel A. Vico <mvicomoya at nvidia.com>
> wrote:
> > +       egl_surface = gl_renderer_create_window_surface(gr,
> > +
> > window_for_legacy,
> > +
> > window_for_platform,
> > +
> > config_attribs,
> > +                                                       visual_id,
> > n_ids); +
> > +       ret = gl_renderer_output_create(output, egl_surface);
> > +       if (ret < 0 && egl_surface != EGL_NO_SURFACE)
> > +               eglDestroySurface(gr->egl_display, egl_surface);  
> 
> I'm not a huge fan of the error-handling here: I'd rather see an
> instant return -1 from this function if we can't create an EGLSurface,
> rather than relying on gl_renderer_output_create to check and handle
> it for us.

Heh, yeah, I'll change it.

Thanks.

> 
> Otherwise I guess this looks OK.
> 
> Cheers,
> Daniel


-- 
Miguel

NVIDIA GmbH, Wuerselen, Germany, Amtsgericht Aachen, HRB 8361
Managing Director: Karen Theresa Burns

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