Re: Development of OpenGL ES renderer support

res <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <[email protected]>
On 09.04.2013 19:37, Mohit Taneja wrote:
> But, I wasn't able to fully understand what is going on in the
> driverdb.cpp. According to my understanding, it tries to figure out the
> graphics device driver and get some config options of the driver, but I
> wasn't able to fully understand that where are those options used in CS,
> and what config options are read from the driver.

The config settings are injected into the config manager, so potentially
anything in CS could use these.
Practically, however, the options are GL canvas and renderer options, so
that's where those tweaks are used. (But in theory some engine options
could be changed based on the current driver.)

The config options are selected based on the GL strings (renderer,
vendor, version) and on Windows additionally the GL ICD.
The config settings itself are not written in the usual config-file
format but rather XML.

> I have been toying around with the idea of having an OpenGL ES renderer
> support in CS. I am exploring the files in /csplugincommon/opengl/ , I
> am assuming that most of the work would be done on making sure that
> there is consistency in initializing the canvas, shader plugin and
> maintaining the GL_States.

I think most of the work is of architectural nature... that is, trying
to share as much code as possible between “desktop” GL and “ES” GL
support, but obviously accounting for the differences in interface.
The simplest approach – just make a copy of everything GL-related and
adjust for ES – is IMO the worst one, as it will most likely shut off
any “flow” of fixes between the implementations. (Specifically, I don't
think anyone will merge fixes in desktop GL code to the ES side or vice
versa.)

(It's noteworthy that only sharing *source code* is perfectly fine, e.g.
by producing multiple renderer plugin binaries from the same code base.)

-f.r.

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