On Wed, Feb 10, 2010 at 11:33 PM, Keith Whitwell <kei...@vmware.com> wrote:
> On Wed, 2010-02-10 at 07:22 -0800, Chia-I Wu wrote:
>> On Tue, Feb 09, 2010 at 11:34:08AM +0000, Keith Whitwell wrote:
>> > I'm interested in exploring all of these options.
>> > My goal at this point is to make a first pass over the problem and fix
>> > the most significant architectural issues, specifically making
>> > transfers context-private, unifying the gpu-side aspects of buffers
>> > and textures, etc.
>> In EGL, eglCopyBuffers can copy a pbuffer surface to a pixmap.  In
>> st/egl, it comes down to copy the contents of a pipe_texture to another
>> one.  Or, in the ximage backend of st/egl, when flush_frontbuffer or
>> SwapBuffer, the backend uploads the contents of a privately owned
>> pipe_texture to a window or pixmap using XPutImage.
>> Either st/egl or its ximage backend has access only to a pipe_screen.
>> What is the suggested way to read/write a pipe_texture after the change?
>> Should I change them to create pipe_contexts of their own?
> I've been looking at the ximage backend.  I think the issue there is
> that the interface to the software rasterizers is wrong.  We could get
> egl just to create a pipe_context and use that, but I think a better
> change would be to avoid the need and have an equivalent to drm_api for
> the software drivers that provides the tools to avoid this.
> I've got a possible version of this in progress, I'll push it out for
> comments in the next couple of days.
That sounds cool.  I am looking forward to see your take on this issue (and
eglCopyBuffers?).

Another scenario I can imagine is that, OpenMax can render into an EGLImage
directly.  An example of this is that, a software mpeg4 decoder can decode a
video frame directly into a pipe_texture used in a texture object.  It seems to
me that either the mpeg4 decoder or EGL should map the pipe_texture to store
the decoded frame.  Is there another way around?

-olv

-- 
o...@lunarg.com

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