On Thu, Apr 7, 2016 at 10:44 AM, Miklós Máté <mtm...@gmail.com> wrote: > On 04/07/2016 12:40 PM, Stéphane Marchesin wrote: >> >> On Thu, Apr 7, 2016 at 3:37 AM, Miklós Máté <mtm...@gmail.com> wrote: >>> >>> On 04/07/2016 12:25 PM, Stéphane Marchesin wrote: >>> >>> >>> On Apr 7, 2016 02:27, "Michel Dänzer" <mic...@daenzer.net> wrote: >>>> >>>> On 07.04.2016 18:01, Marek Olšák wrote: >>>>> >>>>> On Thu, Apr 7, 2016 at 7:32 AM, Ian Romanick <i...@freedesktop.org> >>>>> wrote: >>>>>> >>>>>> Why would you do that? I've NAKed this patch several times. >>>>> >>>>> You NAKed the previous version of the patch, not this one. I guess >>>>> that means NAK for this one too. >>>> >>>> I'd be interested in a specific justification for NAKing this version. >>>> Seems to me like this might be the best that can be done. >>> >>> We asked ourselves the same question. >>> >>> It is the best that can be done to fix glx 1.2 for sure. But it will >>> break >>> glx 1.3, so for example it will break chrome (I have a vested interest >>> here >>> :). >>> >>> So what we figured out is, if we have to choose between the old and new >>> api, >>> why break the newer (and arguably better) one? Instead we should consider >>> the old one deprecated/legacy and move on. >>> >>> Stéphane >>> >>> How does this break glX 1.3, and how does this break Chrome? >> >> I don't have the source here, so it's off the top of my head. But >> isn't this going to start leaking dri drawables if you constantly >> makecurrent? > > No, it doesn't leak anything in makecurrent. > >> By itself this is ok (because they all point to the same >> buffer) but there are pieces of glx 1.2 (like swapbuffers) that >> iterate over all the dri drawables and then they become really slow. >> >> Stéphane >> > The problem with this patch, as I was informed, is that people don't call > glXDestroyPixmap (or glXDestroyGLXPixmap) before calling XFreePixmap, and
Yes, because those don't exist in glx 1.2. > thus the resources allocated by glx are leaked (until the process exits). In > current Mesa, the dri drawable associated with the glx object only lives > while the glx object is current to a context, which prevents the above > problem in a crude way. Yes, and you end up accumulating lots of dri drawables which are all iterated at swapbuffers time. That makes swapbuffers really slow eventually. Stéphane _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev