[Mesa-dev] [PATCH] egl/android: Remove handling of RGB_888 pixel format

Rob Clark robdclark at gmail.com
Thu Nov 10 14:42:01 UTC 2016


On Wed, Nov 9, 2016 at 11:23 PM, Tomasz Figa <tfiga at chromium.org> wrote:
> On Thu, Nov 10, 2016 at 5:21 AM, Emil Velikov <emil.l.velikov at gmail.com> wrote:
>> On 9 November 2016 at 08:32, Tomasz Figa <tfiga at chromium.org> wrote:
>>> It is currently completely broken, as it ends up using RGBX_8888 on
>>> hardware side, due to no way of distinguishing between these two in the
>>> DRI API, while HAL_PIXEL_FORMAT_RGB_888 is clearly defined to be the
>>> 3-byte per pixel RGB format.
>>>
>>> Signed-off-by: Tomasz Figa <tfiga at chromium.org>
>> Nicely spotted ! I wonder if there will be any real benefit in using
>> the RGB_888.
>
> Hard to say. Personally I haven't worked with any platform using it,
> but AFAIK some Qualcomm SoCs support it. I guess a question to Rob
> Clark. ;)

adreno does support rendering to 888 (and as well scanning it out).
I'm not really sure what, if anything, uses 888.  I suppose there
might be some small bandwidth advantage.  If android uses 888 then
maybe we are better off adding the missing DRI format.

(although the current code looks like it would be somewhat broken if
android tried..  I have heard reports that a couple apps just render
black, which could I suppose be related.)

BR,
-R

>> If so we can extend the DRI loader/driver interface for that (and then
>> go and fix the drivers).
>>
>> Shouldn't platform_surfaceless.c need a similar trick ?
>
> Looking at the code there, I don't think it expects any formats in
> particular, especially since there are no window surfaces involved.
>
>>
>> Regardless:
>> Reviewed-by: Emil Velikov <emil.velikov at collabora.com>
>
> Thanks.
>
> Best regards,
> Tomasz


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