[Webkit-unassigned] [Bug 59064] [GTK] Support EGL backend for WebGL

bugzilla-daemon at webkit.org bugzilla-daemon at webkit.org
Tue Aug 9 05:10:55 PDT 2011


https://bugs.webkit.org/show_bug.cgi?id=59064





--- Comment #19 from ChangSeok Oh <kevin.cs.oh at gmail.com>  2011-08-09 05:10:54 PST ---
(From update of attachment 102630)
View in context: https://bugs.webkit.org/attachment.cgi?id=102630&action=review

Thanks for review!

>> Source/WebCore/platform/graphics/gtk/GraphicsContext3DGtk.cpp:99
>> +#endif
> 
> Adding an alias in OpenGLShims can eliminate this #ifdef.

Done.

>> Source/WebCore/platform/graphics/gtk/GraphicsContext3DGtk.cpp:171
>>          if (m_attrs.stencil || m_attrs.depth)
> 
> Does EGL use the OpenGLShims.h. If so you should be able to alias glDeleteFramebuffersEXT to glDeleteFramebuffers and remove this #ifdef entirely.

You're right and I've done as your comment.
But I think this case needs #ifdef, becuase there is no way to handle depth buffer and stencil buffer at the same time.

>> Source/WebCore/platform/graphics/gtk/GraphicsContext3DGtk.cpp:176
>> +    ::glDeleteFramebuffers(1, &m_fbo);
> 
> Ditto for glDeleteFramebuffers and glDeleteFramebuffersEXT.

Done.

>> Source/WebCore/platform/graphics/gtk/GraphicsContext3DInternal.cpp:113
>> +#else
> 
> Instead of doing this, why not have sharedDisplay return an EGLDisplay?

Done. I added sharedEGLDisplay() like sharedDisplay().

>> Source/WebCore/platform/graphics/gtk/GraphicsContext3DInternal.cpp:116
>>          success = initializeOpenGLShims();
> 
> Why shouldn't EGL use the OpenGL shims?

Hm... my understanding about OpenGLShims was not enough. :p
Now EGL uses OpenGLShims.

>> Source/WebCore/platform/graphics/gtk/GraphicsContext3DInternal.cpp:134
>>      if (!internal)
> 
> If you take my advice above you can remove these #ifdefs and just call sharedDisplay in these methods.

Done.

>> Source/WebCore/platform/graphics/gtk/GraphicsContext3DInternal.cpp:413
>>  } // namespace WebCore
> 
> I don't think there is any shared code in this file. Would it make sense to split it out into GraphicsContext3DInternalEGL.cpp?

Done. 
I added GraphicsContext3DInternalEGL.cpp and GraphicsContext3DInteranlEGL.h newly.

>> Source/WebCore/platform/graphics/gtk/GraphicsContext3DInternal.h:79
>>  }
> 
> Almost nothing is shared here too.

ditto.

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