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There is a process here that has to happen in a specific order. The
first step is to initialize the base hardware platform. Normally for
X11 you can assume this has already happened. If using EGL from Mesa
on X11, then we stil need to do this step, as EGL is out interface,
not X11.

After the device layer is initialized, then the renderer gets
created. This is just the base initilization though, as the rest needs
a window to draw into. So the next step after initilizing the renderer
is to initialize the GUI. For a framebuffer, either EGL or DirectFB
are used on the bare device.

Once the GUI is initilized, it can then pass the window for the
renderer to draw into. The renderer initizlizes a surface using the
window handle, and then make that surface the current context.

Rendering always happens in a back buffer, and is merely swapped with
the displayed one after rendering.

The main difference between how the Gnash renderers used to work and
the way they work now is they have gained device knowledge. In the
embedded world, all GPUs have varying levels of acceleration
support. This functionality is probed at runtime now, and the optimal
acceleration support selected automatically. For the features without
hardware accleration available, they will be renderered in software.

This allows us Gnash to take advantage of each GPUs support where it
best makes sense. Until recently, Gnash just depended on whatever the
X11 desktop supplied. To run properly without X11 though, requires the
ability in Gnash to supply the missing support.

Currently 3 devices are supported, as these are the most portable. The
primary default device is EGL, as it's used by OpenVG, OpenGLES1, and
OpenGLES2, on both embedded and desktop platforms. When using Gallium
drivers under libMesa, EGL supports hardware acceleration for the
higher level libraries.

The DirectFB device is a bit of a special case, as it's both an
accleration library and a GUI toolkit. So this one has support in both
librender and gui libraries. For rendering, only the device specific
parts of DirectFB are used.

The X11 device is primarily for testing and for running EGL on
X11. This makes X11 follow the same API as the other devices, and
allows simple window creation via xlib for testing renderers.

	> EglDevice
	> X11Device
	> DirectFBDevice

	> Renderer_base_agg
	  > Renderer_agg
	> Renderer_ogl
	> Renderer_gles1
	> Renderer_gles2
	> Renderer_ovg