From: Peter W. <nov...@gm...> - 2012-04-22 23:53:18
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On Sun, 22 Apr 2012 08:35:43 -0600, Thomas Fjellstrom <tfj...@st...> wrote: > On Sun Apr 22, 2012, Peter Wang wrote: > > On Sun, 22 Apr 2012 07:53:57 -0600, Trent Gamblin <tr...@no...> > wrote: > > > Please commit it. I'm developing on Android and am trying to get > > > pause/restore working on a new device. This could change anything I do > > > so I'd prefer to start off with the new code. > > > > Ok, done. > > One thing I've noticed is that you're new lock and unlock methods won't work > at all on mobile. Things like the client attrib stack just doesn't exist > there. How would you suggest it be made to support it without duplicating a > lot of code, and not adding too many more ifdefs? > > At some point it might be better to just stick to an ES1/2 subset. Or separate > the two ports completely, with only extremely generic OpenGL code (that is > supported across Desktop and ES) shared. There's quite a lot of quirks too. > Which so far is the reason for the large amount of ifdefs and the like. If it's not possible then please just create a parallel implementation. Later, we can see if anything can be shared. > > To actually fulfill the requirements you put in the patch comments, the entire > OpenGL code base would need a complete re-factor, including the new locking > code you just added. IMO. It would be nice to clean up the rest as well. I think the locking code was by far the worst, though. Peter |