[Bf-committers] First HDC in Windows GHOST
jason.a.wilkins at gmail.com
Wed Jul 24 04:49:43 CEST 2013
Realizing my last email might be a bit cryptic... I meant first_hDC static
member of GHOST_WindowWin32 and since I'm using ANGLE to port Blender to
OpenGL ES, the comment about Direct3D is referring to the fact that ANGLE
is implemented on top of Direct3D.
I have Blender up and running on ES now on Windows btw, and I was very
excited when the window finally popped up without crashing :-)
On Tue, Jul 23, 2013 at 9:47 PM, Jason Wilkins <jason.a.wilkins at gmail.com>wrote:
> OK, it appears that EGL handles this similarly to GLX since the
> eglCreateContext function has the same argument.
> My main question was about the first_hDC argument though. I'm thinking it
> probably isn't needed to keep the first_hDC around for EGL sharing since
> maybe Direct3D won't have the same bug that required keeping the first_hDC
> around for WGL programs.
> I'll just make a note of it now in case it causes problems later.
> On Mon, Jul 22, 2013 at 1:29 PM, Campbell Barton <ideasman42 at gmail.com>wrote:
>> X11 glXCreateContext() passes the first context as the 3rd argument
>> (called shareList).
>> Ghost/SDL uses SDL_GL_SHARE_WITH_CURRENT_CONTEXT.
>> According to SDL's commit log this works on windows & linux.
>> you could check on SDL source and see how they handle this on windows.
>> On Tue, Jul 23, 2013 at 4:11 AM, Brecht Van Lommel
>> <brechtvanlommel at pandora.be> wrote:
>> > Both X11/Cocoa have a similar first GLXContext/NSOpenGLContext that is
>> > not deleted, so I don't think it's specific to Windows.
>> > Textures (fonts, icons, images) and other OpenGL buffer are shared
>> > between windows, I'm not sure how this stuff works but I guess they
>> > are somehow linked to the first context.
>> > On Mon, Jul 22, 2013 at 9:52 AM, Jason Wilkins
>> > <jason.a.wilkins at gmail.com> wrote:
>> >> It appears that when creating a GHOST window in Windows that it only
>> >> ReleaseDC on it if it is not the first one created.
>> >> Does this have to do with WGL's DisplayList sharing or some other
>> quirk of
>> >> windows?
>> >> The reason I ask is because if it only has to do with features in WGL
>> >> I can ignore it, but if it is more general behavior then I'll need to
>> >> sure the EGL branch also avoids deleting the first DC as well.
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