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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@igalia.com" title="Gwang Yoon Hwang <yoon@igalia.com>"> <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">> From what I can see, the only thing that uses GL directly with Coordinated
> Graphics is ThreadedCompositor.cpp, so I guess I should start there,
> replacing GL usage with GraphicsContext.
>
> 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()->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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