[Mesa-dev] [PATCH 3/3] RFC: vulkan/wsi: Rework the way prime support works

Mike Lothian mike at fireburn.co.uk
Thu Nov 16 11:47:40 UTC 2017


Will this allow us to select between iGPU and dGPU like we can with OpenGL?
Or is it just going to force radv like before?

On Thu, 16 Nov 2017 at 10:09 Grazvydas Ignotas <notasas at gmail.com> wrote:

> On Thu, Nov 16, 2017 at 12:33 AM, Dave Airlie <airlied at gmail.com> wrote:
> > On 15 November 2017 at 04:40, Jason Ekstrand <jason at jlekstrand.net>
> wrote:
> >> This commit significantly reworks the way prime support works and lets
> >> us pull it even further into radv.  The old mechanism required the
> >> specific WSI layer to be aware of the linear shadow copy that has to be
> >> done in order for prime to work.  In the new paradigm, we better define
> >> what bits of wsi_image go to the client and what bits go off to the
> >> window system.  It's then the job of the driver to allocate two separate
> >> images and stash whatever intermediates it needs in driver_private.
> >> There are a few advantages to this method:
> >>
> >>  1) It separates supporting prime from the driver decision as to whether
> >>     it's better to render directly into the window-system-compatible
> >>     image or if it's better to blit.
> >>
> >>  2) Because of this separation, it's now possible for a driver to use a
> >>     different scheme for WSI image presentation where it hooks the
> >>     vkCmdPipelineBarrier that transitions the image to
> >>     VK_IMAGE_LAYOUT_PRESENT_SRC_KHR and does the blit there.
> >>
> >>  3) It lets us pull more of the details into radv and, in my opinion,
> >>     actually makes the radv code more straightforward.
> >
> > For the record, PRIME is not radv specific, stop trying to make it so,
> > anv should support display to other GPUs.
>
> Yes it would be great if that worked, would make radv vs anv testing
> so much easier as I much prefer my display to be on dGPU.
>
> GraÅžvydas
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