On 10. juli 2018 15:42, Gert Wollny wrote:
For three component textures virgl faces the problem that the host driver
may report that these can not be used as a render target, and when the
client requests such a texture a four-componet texture will be choosen
even if only a sampler view was requested. One example where this happens
is with the Intel i965 driver that doesn't support RGB32* as render target.
The result is that when allocating a GL_RGB32F and a GL_RGB32I texture, and
then glCopyImageSubData is called for these two texture, gallium will fail
with an assertion, because it reports a different per pixel bit count.

Therefore, when using the virgl driver, don't try to enable BIND_RENDER_TARGET
for RGB textures that were requested with only BIND_SAMPLER_VIEW.

Signed-off-by: Gert Wollny <gert.wol...@collabora.com>
---

I'm aware that instead of using the device ID, I should probably add a new caps
flag, but apart from that I was wondering whether there may be better approaches
to achieve the same goal: The a texture is allocated with the internal format
as closely as possible to the requested one. Especially it shouldn't change the
percieved pixel bit count.

In fact, I was a bit surprised to see that the assertions regarding the
different sizes was hit in st_copy_image:307 (swizzled_copy). It seems that
there is some check missing that should redirect the copy in such a case.

Many thanks for any comments,
Gert

  src/mesa/state_tracker/st_format.c | 22 +++++++++++++++-------
  1 file changed, 15 insertions(+), 7 deletions(-)

diff --git a/src/mesa/state_tracker/st_format.c 
b/src/mesa/state_tracker/st_format.c
index 9ae796eca9..2d8ff756a9 100644
--- a/src/mesa/state_tracker/st_format.c
+++ b/src/mesa/state_tracker/st_format.c
@@ -2285,19 +2285,27 @@ st_ChooseTextureFormat(struct gl_context *ctx, GLenum 
target,
/* GL textures may wind up being render targets, but we don't know
      * that in advance.  Specify potential render target flags now for formats
-    * that we know should always be renderable.
+    * that we know should always be renderable, except when we are on virgl,
+    * we don't try this for three component textures, because the host might
+    * not support rendering to them, and then Gallium chooses a four component
+    * internal format and calls to e.g. glCopyImageSubData will fail for format
+    * that should be compatible.
      */
     bindings = PIPE_BIND_SAMPLER_VIEW;
     if (_mesa_is_depth_or_stencil_format(internalFormat))
        bindings |= PIPE_BIND_DEPTH_STENCIL;
-   else if (is_renderbuffer || internalFormat == 3 || internalFormat == 4 ||
-            internalFormat == GL_RGB || internalFormat == GL_RGBA ||
-            internalFormat == GL_RGB8 || internalFormat == GL_RGBA8 ||
+   else if (is_renderbuffer  ||
+            internalFormat == GL_RGBA ||
+            internalFormat == GL_RGBA8 ||
              internalFormat == GL_BGRA ||
-            internalFormat == GL_RGB16F ||
              internalFormat == GL_RGBA16F ||
-            internalFormat == GL_RGB32F ||
-            internalFormat == GL_RGBA32F)
+            internalFormat == GL_RGBA32F ||
+            ((st->pipe->screen->get_param(st->pipe->screen, PIPE_CAP_DEVICE_ID) != 
0x1010) &&
+             (internalFormat == 3 || internalFormat == 4 ||
+              internalFormat == GL_RGB ||
+              internalFormat == GL_RGB8 ||
+              internalFormat == GL_RGB16F ||
+              internalFormat == GL_RGB32F )))
        bindings |= PIPE_BIND_RENDER_TARGET;

I don't think this is correct. The problem is that the spec defines GL_RGB et al as color-renderable, and in OpenGL any color-renderable texture can become a render-target at any point. So the driver *has* to be prepared for rendering to GL_RGB.

The OpenGL 4.6 spec, section 9.4 "Framebuffer completeness" has this to say:

"An internal format is color-renderable if it is RED, RG, RGB, RGBA, or one of the sized internal formats from table 8.12 whose “CR” (color-renderable) column is checked in that table"

So, all RGB formats must be color-renderable in OpenGL. For OpenGL ES, I think this is slightly different, where color-renderable guarantees for RGB-textures are extensions for at least ES 2.0 IIRC. So *perhaps* we could get away with something like this for that API.
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