Re: [AD] Refactoring OpenGL bitmap locking |
[ Thread Index |
Date Index
| More lists.liballeg.org/allegro-developers Archives
]
On Sun, 22 Apr 2012 08:35:43 -0600, Thomas Fjellstrom <tfjellstrom@xxxxxxxxxx> wrote:
> On Sun Apr 22, 2012, Peter Wang wrote:
> > On Sun, 22 Apr 2012 07:53:57 -0600, Trent Gamblin <trent@xxxxxxxxxx>
> 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