gl_drm: use EGL_IMG_context_priority if available
authorDerek Foreman <derekf@osg.samsung.com>
Wed, 7 Mar 2018 21:08:46 +0000 (15:08 -0600)
committerWonki Kim <wonki_.kim@samsung.com>
Tue, 10 Apr 2018 11:10:50 +0000 (20:10 +0900)
commit66d251fceafc44f06661c2c82a7d611312b43dd4
tree4d5b3d196c45e6b470bcde03ed9d48c269488151
parent7bafbe6f6f1bcfabb62e85d8b3e31991664eb6f1
gl_drm: use EGL_IMG_context_priority if available

This is a hint that we want a high priority context.  Since gl_drm is
likely a compositor or a full screen app, it makes sense that it try to
use this (but other engines probably shouldn't)

Based loosely on Chris Wilson's weston patch to do the same thing.
(weston commit b678befb6ed055e6c66466505d9195a3cebf8073)

As this extension appears to have been around for years, I haven't
added fallback defines for:
EGL_CONTEXT_PRIORITY_LEVEL_IMG  0x3100
EGL_CONTEXT_PRIORITY_HIGH_IMG   0x3101
src/modules/evas/engines/gl_drm/evas_engine.c
src/modules/evas/engines/gl_drm/evas_engine.h
src/modules/evas/engines/gl_drm/evas_outbuf.c