On Tue, Mar 14, 2017 at 06:39:32PM +0100, Christian Gmeiner wrote: > > By only reverting: > > > > commit 6c89a728d9e5d072cb504453e73077564c6523d3 > > Author: Wladimir J. van der Laan <laa...@gmail.com> > > Date: Wed Dec 7 12:59:54 2016 +0000 > > > > etnaviv: Cannot render to rb-swapped formats > > > > Exposing rb swapped (or other swizzled) formats for rendering would > > involve swizzing in the pixel shader. This is not the case at the > > moment, so reject requests for creating such surfaces. > > > > (GPUs that need an extra resolve step anyway due to multiple pixel > > pipes, such as gc2000, might also do this swap in the resolve operation. > > But this would be tricky to keep track of) > > > > CC: <mesa-sta...@lists.freedesktop.org> > > Signed-off-by: Wladimir J. van der Laan <laa...@gmail.com> > > Acked-by: Christian Gmeiner <christian.gmei...@gmail.com> > > > > I can confirm that the Cinematic demo can run successfully. I do not > > see the black boxes, nor font issues anymore. > > > > I am a little bit overloaded with my day job (again) and the initial plan was > to > land something in stable for 17.0.1 release failed - but he 17.0.2 will come. > > > > > Also the previous error messages are gone: > > QOpenGLFramebufferObject: Unsupported framebuffer format. > > QOpenGLFramebufferObject: Framebuffer incomplete, missing attachment. > > QOpenGLFramebufferObject: Unsupported framebuffer format. > > QOpenGLFramebufferObject: Framebuffer incomplete, missing attachment. > > QOpenGLFramebufferObject: Unsupported framebuffer format. > > QOpenGLFramebufferObject: Framebuffer incomplete, missing attachment. > > QOpenGLFramebufferObject: Unsupported framebuffer format. > > QOpenGLFramebufferObject: Framebuffer incomplete, missing attachment. > > > > as to your other patch: I do not see commit > > 89bb5c79e29613ad9a4e43d670654e98a220fc60 in mesa tree. > > > > Wladimir/Christian, > > > > What would be the proper fix for this problem? > > > > shader variants - due to lot of people are have this issue I will > spend some time the next > days to cleanup my wip patch series. I have too may concurrent etnaviv > work items running > in parallel :(
Yea, variants would be the way to render to RGBA succesfully on vivantes. Until then it's best to revert those two patches. Reverting only the one (latest) patch can give red/blue swapped issues when doing render-to-texture, it was applied in the first place to fix those issues caused by the first patch, but it didn't really make things better. Wladimir _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev