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Is `Context` needed for anything other than performance?

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rust

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首先阅读链接的 softbuffer issue 37、pull request 64 以及相关 issue 298,以验证 Context 和 Surface 为什么要分开。然后检查公开的 Context 和 Surface API 及其 ownership 约束。在不破坏多窗口使用的情况下,为单窗口便利场景确定最终的 API 决策,即视为完成。

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描述

DS - Wayland DS - X11 question

I've read https://github.com/rust-windowing/softbuffer/issues/37 and https://github.com/rust-windowing/softbuffer/pull/64, and from my understanding, the split between Context and Surface is purely for performance, to allow sharing resources that are expensive to create.

Is that correct?

If so, then I feel it might make sense to add a convenience wrapper like:

impl<W: HasDisplayHandle + HasWindowHandle> Surface<W, W> {
    pub fn new_single_window_bikeshed(window: W) -> Result<Self, CreationError> {
        // Conceptual implementation, needs to be done differently in reality
        // since the window needs to only be stored in the surface.
        let context = Context::new(window);
        Self::new(&context, window)
    }
}

And perhaps change Surface to be something like struct Surface<D, W = D> (make the two type parameters default to be the same type).

This would simplify the common use-case of having a single window to be:

struct App {
    surface: softbuffer::Surface<winit::Window>,
    // + possibly an `Option` if you want to support Android too.
}

While still allowing the more complex multi-window case:

struct App {
    context: softbuffer::Context<winit::OwnedDisplayHandle>,
    surfaces: Vec<softbuffer::Surface<winit::OwnedDisplayHandle, winit::Window>>,
}

See relatedly https://github.com/rust-windowing/softbuffer/issues/298.

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