<div dir="ltr">Hi Michel,<div><br></div><div>Thanks for the review. </div><div class="gmail_extra"><br><div class="gmail_quote">On Fri, Sep 16, 2016 at 1:47 PM, Christian König <span dir="ltr"><<a href="mailto:deathsimple@vodafone.de" target="_blank">deathsimple@vodafone.de</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><span class="">Am 16.09.2016 um 10:07 schrieb Michel Dänzer:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
On 14/09/16 02:34 PM, Nayan Deshmukh wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
In case of prime when rendering is done on GPU other then the<br>
server GPU, use a seprate linear buffer for each back buffer<br>
which will be displayed using present extension.<br>
<br>
v2: Use a seprate linear buffer for each back buffer (Michel)<br>
v3: Change variable names and fix coding style (Leo and Emil)<br>
v4: Use PIPE_BIND_SAMPLER_VIEW for back buffer in case when<br>
a seprate linear buffer is used (Michel)<br>
<br>
Signed-off-by: Nayan Deshmukh <<a href="mailto:nayan26deshmukh@gmail.com" target="_blank">nayan26deshmukh@gmail.com</a>><br>
</blockquote>
Looks mostly good to me, but Leo should probably also take a look.<br>
<br>
Acked-by: Michel Dänzer <<a href="mailto:michel.daenzer@amd.com" target="_blank">michel.daenzer@amd.com</a>><br>
</blockquote>
<br></span>
I was just about to ping you guys for comments on this.<br>
<br>
Leo anything more you want to add or should I commit it? I'm not so deep into this code either.<span class="HOEnZb"><font color="#888888"><br>
<br>
Christian.</font></span><div class="HOEnZb"><div class="h5"><br>
<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<br>
<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
@@ -235,16 +240,35 @@ dri3_alloc_back_buffer(struct vl_dri3_screen *scrn)<br>
templ.height0 = scrn->height;<br>
templ.depth0 = 1;<br>
templ.array_size = 1;<br>
- buffer->texture = scrn->base.pscreen->resource_c<wbr>reate(scrn->base.pscreen,<br>
- &templ);<br>
- if (!buffer->texture)<br>
- goto unmap_shm;<br>
+ if (scrn->is_different_gpu) {<br>
+ buffer->texture = scrn->base.pscreen->resource_c<wbr>reate(scrn->base.pscreen,<br>
+ &templ);<br>
+ if (!buffer->texture)<br>
+ goto unmap_shm;<br>
+<br>
+ templ.bind |= PIPE_BIND_SCANOUT | PIPE_BIND_SHARED |<br>
+ PIPE_BIND_LINEAR;<br>
+ buffer->linear_texture = scrn->base.pscreen->resource_c<wbr>reate(scrn->base.pscreen,<br>
+ &templ);<br>
+ pixmap_buffer_texture = buffer->linear_texture;<br>
+<br>
+ if (!buffer->linear_texture)<br>
+ goto no_linear_texture;<br>
+<br>
+ } else {<br>
</blockquote>
Bonus points for not adding the empty line at the end of the block here. :)<br>
<br></blockquote></div></div></blockquote><div>I have submitted another patch without empty line for the bonus points. :) </div><div><br></div><div>Regards,</div><div>Nayan. </div></div><br></div></div>