Am 16.09.2016 um 10:07 schrieb Michel Dänzer:
On 14/09/16 02:34 PM, Nayan Deshmukh wrote:
In case of prime when rendering is done on GPU other then the
server GPU, use a seprate linear buffer for each back buffer
which will be displayed using present extension.

v2: Use a seprate linear buffer for each back buffer (Michel)
v3: Change variable names and fix coding style (Leo and Emil)
v4: Use PIPE_BIND_SAMPLER_VIEW for back buffer in case when
     a seprate linear buffer is used (Michel)

Signed-off-by: Nayan Deshmukh <nayan26deshm...@gmail.com>
Looks mostly good to me, but Leo should probably also take a look.

Acked-by: Michel Dänzer <michel.daen...@amd.com>

I was just about to ping you guys for comments on this.

Leo anything more you want to add or should I commit it? I'm not so deep into this code either.

Christian.



@@ -235,16 +240,35 @@ dri3_alloc_back_buffer(struct vl_dri3_screen *scrn)
     templ.height0 = scrn->height;
     templ.depth0 = 1;
     templ.array_size = 1;
-   buffer->texture = scrn->base.pscreen->resource_create(scrn->base.pscreen,
-                                                         &templ);
-   if (!buffer->texture)
-      goto unmap_shm;
+ if (scrn->is_different_gpu) {
+      buffer->texture = scrn->base.pscreen->resource_create(scrn->base.pscreen,
+                                                            &templ);
+      if (!buffer->texture)
+         goto unmap_shm;
+
+      templ.bind |= PIPE_BIND_SCANOUT | PIPE_BIND_SHARED |
+                    PIPE_BIND_LINEAR;
+      buffer->linear_texture = 
scrn->base.pscreen->resource_create(scrn->base.pscreen,
+                                                                  &templ);
+      pixmap_buffer_texture = buffer->linear_texture;
+
+      if (!buffer->linear_texture)
+         goto no_linear_texture;
+
+   } else {
Bonus points for not adding the empty line at the end of the block here. :)



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