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            <b><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - [GTK] Software-only basic compositing"
   href="https://bugs.webkit.org/show_bug.cgi?id=147258#c2">Comment # 2</a>
              on <a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - [GTK] Software-only basic compositing"
   href="https://bugs.webkit.org/show_bug.cgi?id=147258">bug 147258</a>
              from <span class="vcard"><a class="email" href="mailto:yoon&#64;igalia.com" title="Gwang Yoon Hwang &lt;yoon&#64;igalia.com&gt;"> <span class="fn">Gwang Yoon Hwang</span></a>
</span></b>
        <pre>(In reply to <a href="show_bug.cgi?id=147258#c1">comment #1</a>)
<span class="quote">&gt; From what I can see, the only thing that uses GL directly with Coordinated
&gt; Graphics is ThreadedCompositor.cpp, so I guess I should start there,
&gt; replacing GL usage with GraphicsContext.
&gt; 
&gt; Yoon, if you have any moment to spare, any suggestion would be welcome. :)</span >


Plz blame my laziness. I fixed build of threaded compositor.

Anyway, It looks like I couldn't understand your use cases properly.
Why not using GL accelerated compositing in RPi2?
AFAIK, it has enough hardware power.

If you want to use threaded-compositor with TextureMapperImageBuffer,
You don't have to do lots of things.

just do not use ensureGLContext and glContext()-&gt;swapBuffers();
and make a GraphicsContext from ThreadedCompositor:m_nativeSurfaceHandle and
pass it to TextureMapperImageBuffer implementation.

However, I think it is enough to use HW accelerated compositing in RPi2.</pre>
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