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<body><span class="vcard"><a href="page.cgi?id=describeuser.html&login=daniel%40fooishbar.org" title="Daniel Stone <daniel@fooishbar.org>"> <span class="fn">Daniel Stone</span></a>
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<a class="bz_bug_link
bz_status_NEW "
title="NEW - Wayland: Too wide windows/subsurfaces cause exit"
href="https://bugzilla.gnome.org/show_bug.cgi?id=788420">bug 788420</a>
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<td>daniel@fooishbar.org
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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Wayland: Too wide windows/subsurfaces cause exit"
href="https://bugzilla.gnome.org/show_bug.cgi?id=788420#c5">Comment # 5</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Wayland: Too wide windows/subsurfaces cause exit"
href="https://bugzilla.gnome.org/show_bug.cgi?id=788420">bug 788420</a>
from <span class="vcard"><a href="page.cgi?id=describeuser.html&login=daniel%40fooishbar.org" title="Daniel Stone <daniel@fooishbar.org>"> <span class="fn">Daniel Stone</span></a>
</span></b>
<pre>(In reply to Emmanuele Bassi (:ebassi) from <a href="show_bug.cgi?id=788420#c4">comment #4</a>)
<span class="quote">> I also wonder if it's possible, at the Wayland compositor level, to map
> multiple textures to the same surface, to allow getting over the texture
> size limit. Cogl already allows this internally with "sliced" textures, with
> limitations on what the textures can do.</span >
Depends. For SHM surfaces, the compositor already has all the information it
needs to use multiple textures from a single SHM buffer. (Let's call that
'shattering' rather than slicing, since that's what the proposal to do the same
for X11 was, and it avoids a terminology collision with mipmap/texture-array
slices.)
As for client GL/Vulkan textures though, not really. Firstly, hardware has
stride limits on buffers (confusingly called 'surfaces' in, e.g. Intel HW), and
that's not exposed through API. So you'd need to kinda guess. Secondly, there's
no way (currently) to expose that wl_buffers are secretly shattered: we'd need
extra tokens in eglQueryWaylandBufferWL to discover the number of subsurfaces
and their offsets, and an extra attrib to EGLImage EGL_WAYLAND_BUFFER_WL import
specifying the offset to apply. The client EGLSurface implementation would then
need to shatter its surfaces internally, which I can't really see flying for
EGL, and definitely not for Vulkan.
tl;dr maybe just use subsurfaces smaller than max texture dimensions instead
(with null input regions so input handling isn't pain)</pre>
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