Hi Jonathan,
This would be fine, I guess we still need to internally use pixmap to
setup relationship between vaSurface and glTexture, we will try to see if it
works.
Thanks
Zou Nanhai
>>-----Original Message-----
>>From: Bian, Jonathan
>>Sent: 2010年3月17日 22:29
>>To: Zou, Nanhai
>>Cc: [email protected]
>>Subject: RE: Render to texture
>>
>>Hi Nanhai,
>>
>>Gwenole has proposed a few new APIs to support rendering a decoded surface
>>into
>>a GL texture. See the attached header file as well as the following sample
>>code
>>from Gwenole, and your comments are welcome.
>>
>>Regards,
>>Jonathan
>>
>>---
>>va_dpy = vaGetDisplayGLX();
>>
>>glGenTextures(1, &gl_texture);
>><setup a BGRA texture for example>
>>
>>vaCreateSurfaceGLX(va_dpy, GL_TEXTURE_2D, gl_texture, &gl_surface);
>>
>>vaCreateSurface(va_dpy, 1, &va_surface);
>>vaBeginPicture(va_dpy, va_context, va_surface);
>> ...
>>vaEndPicture(va_dpy, va_surface);
>>
>>vaCopySurfaceGLX(va_dpy, gl_surface, va_surface, flags);
>>---
>>
>>-----Original Message-----
>>From: Zou, Nanhai
>>Sent: Wednesday, March 17, 2010 1:34 AM
>>To: Bian, Jonathan
>>Cc: [email protected]
>>Subject: Render to texture
>>
>>Hi Jonathan,
>> As we have discussed, people are interested to let libva be able to
>> render
>>to texture object.
>> Form our driver level, it is pretty easy for our driver to render to a
>>pixmap.
>> However pixmap is X related concept. From the libva level, it is better
>>to have an ID to represent some kind of texture object. How would you propose
>>the "render to texture" API?
>>
>>Thanks
>>Zou Nanhai
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