[Mesa-dev] [PATCH 2/2] egl: add EGL_platform_device support

Marek Olšák maraeo at gmail.com
Mon Apr 29 21:50:01 UTC 2019


On Mon, Apr 29, 2019 at 4:00 AM Pekka Paalanen <ppaalanen at gmail.com> wrote:

> On Sat, 27 Apr 2019 09:38:27 -0400
> Marek Olšák <maraeo at gmail.com> wrote:
>
> > Those are all valid reasons, but I don't wanna expose swrast for AMD's
> > customers.
>
> Hi Marek,
>
> is you objection that you will never want to see any software renderer
> in the list, or that you don't want to see a software renderer only as
> long as it doesn't actually work?
>
> Why do you not "wanna expose swrast for AMD's customers"?
>
> Are you talking about swrast specifically or all the software renderers
> in Mesa?
>
> I'm not an AMD customer if you mean someone paying for support rather
> than just buying their hardware, so I cannot speak for them. However, I
> would be very happy to have a software renderer available to be picked
> the same way as any other hardware renderer, so that I can use it in
> graphical test suites (a point from Anholt) testing also the EGL glue
> in addition to the pixels produced.
>
> The thing will be run on boxes with AMD GPUs, and in those cases there
> must be a way to *not* use the AMD GPU, and use the software renderer
> instead when wanted. Not by environment variables or anything hacky
> like that, but by deliberately choosing the software renderer in the
> program. It will need an EGLSurface too.
>
> How would this be made to work in the future?
>

A software renderer could be exposed by adding a new EGL function on top of
EGL_EXT_device_base, for example:

// EGL_MESA_device_software

EGLBoolean eglQuerySoftwareDeviceMESA(EGLDeviceEXT *swdevice);


You would get the swrast device from that function instead of
eglQueryDevicesEXT. It clearly separates hw and sw devices but keeps
everything else the same.

Marek
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