[virglrenderer-devel] [PATCH v2 0/2] multi-sample glBlitFramebuffer limitations on GLES

Jakob Bornecrantz jakob at collabora.com
Wed Jun 13 13:20:07 UTC 2018


On 2018-06-12 11:55, Gert Wollny wrote:
> Hello all,
>   
> I've reworked the patches so that it no longer goes through the whole
> allocation procedure, but only uses the bits that are needed to get a texture.
> 
> There is still a slight overhead, because in the texture allocation some cases
> are tested for that will never be hit (like multisample), but to avoid this one
> would have to extract more little functions.
> IMHO the alternative - allocating the resource manually is IMHO not better, on
> one hand, having the texture used for the intermediate framebuffer available as
> a vrend_resource makes inserting this extra step into the blit_int routine very
> simple, and on the other hand, creating the texture manually would mean
> duplicating the code for picking the  texture creation parameter and creating
> the mip-maps (the tests don't seem to hit that code path, but I don't think it
> is impossible)

Ran this series on Android GLES[2|3] CTS on GLES with no regressions or 
issues so is
Tested-by: Jakob Bornecrantz <jakob at collabora.com>

Cheers, Jakob.


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