[Mesa-dev] [PATCH 2/2] implement NV_vdpau_interop v3

Marek Olšák maraeo at gmail.com
Sat Oct 26 01:25:11 CEST 2013


On Sun, Oct 20, 2013 at 11:57 AM, Christian König
<deathsimple at vodafone.de> wrote:
> Hi Marek,
>
> I've just send out a v6 of the patch, please take a second look. Most things
> are fixed now, but there are still a couple of open issues:
>
>
>> 3) There should also probably be some checking for
>> GL_ARB_texture_non_power_of_two, but the spec doesn't say what we
>> should do (probably return GL_INVALID_OPERATION).
>
>
> Actually I thing VDPAU hold the answer to this. The specification there
> states that the different surfaces creation function should round up the
> width/height to supported values (which can then be queried later by the
> application). So we always will end up with correct values independent of
> GL_ARB_texture_non_power_of_two.
>
>
>> 6) Registered and mapped VDPAU textures are not allowed to be
>> re-specified by TexImage, TexSubImage, TexImage*Multisample,
>> CopyTexImage, CopyTexSubImage, TexStorage, TexStorage*Multisample, and
>> similar functions. This should be properly handled in those functions
>> and GL errors should be returned.
>
>
> I would rather like to avoid touching those functions, cause they are not
> directly related to the spec and I don't want to risk breaking anything
> there.
>
> Would it valid so set/clear the immutable flag instead (honestly I don't
> have the slightest idea how the frontend handling works in this code)?

Yes, it seems to be sufficient.

>
>
>> 7) The extension spec says that all VDPAU textures should be
>> y-inverted. Is that actually the case here?
>
>
> Uhm, no idea? It does seems to work, but where is that information stored?

It means that a VDPAU surface is upside-down when it's used as an
OpenGL texture. I don't remember whether we need to a blit or whether
OpenGL textures are y-inverted by default (then we don't have to do
anything). If we do the same thing as NVIDIA, it's probably okay.


Please review and squash the attached patch with your version 6, and
feel free to push it.

Marek
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