Merged the fixes and pushed the result this morning.

Thanks for the help,
Christian.

Am 26.10.2013 01:25, schrieb Marek Olšák:
On Sun, Oct 20, 2013 at 11:57 AM, Christian König
<deathsim...@vodafone.de> wrote:
Hi Marek,

I've just send out a v6 of the patch, please take a second look. Most things
are fixed now, but there are still a couple of open issues:


3) There should also probably be some checking for
GL_ARB_texture_non_power_of_two, but the spec doesn't say what we
should do (probably return GL_INVALID_OPERATION).

Actually I thing VDPAU hold the answer to this. The specification there
states that the different surfaces creation function should round up the
width/height to supported values (which can then be queried later by the
application). So we always will end up with correct values independent of
GL_ARB_texture_non_power_of_two.


6) Registered and mapped VDPAU textures are not allowed to be
re-specified by TexImage, TexSubImage, TexImage*Multisample,
CopyTexImage, CopyTexSubImage, TexStorage, TexStorage*Multisample, and
similar functions. This should be properly handled in those functions
and GL errors should be returned.

I would rather like to avoid touching those functions, cause they are not
directly related to the spec and I don't want to risk breaking anything
there.

Would it valid so set/clear the immutable flag instead (honestly I don't
have the slightest idea how the frontend handling works in this code)?
Yes, it seems to be sufficient.


7) The extension spec says that all VDPAU textures should be
y-inverted. Is that actually the case here?

Uhm, no idea? It does seems to work, but where is that information stored?
It means that a VDPAU surface is upside-down when it's used as an
OpenGL texture. I don't remember whether we need to a blit or whether
OpenGL textures are y-inverted by default (then we don't have to do
anything). If we do the same thing as NVIDIA, it's probably okay.


Please review and squash the attached patch with your version 6, and
feel free to push it.

Marek

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