On Thu 08 Jun 2017, Tomasz Figa wrote: > On Thu, Jun 8, 2017 at 4:08 PM, Tapani Pälli <tapani.pa...@intel.com> wrote: > > > > On 06/08/2017 09:36 AM, Tapani Pälli wrote: > >> > >> > >> > >> On 06/08/2017 06:05 AM, Tomasz Figa wrote: > >>> > >>> On Wed, Jun 7, 2017 at 5:36 AM, Chad Versace <chadvers...@chromium.org> > >>> wrote: > >>>> > >>>> More patches to break your formats... again ;) > >>>> > >>>> The Android framework requires support for EGLConfigs with > >>>> HAL_PIXEL_FORMAT_RGBX_8888 and HAL_PIXEL_FORMAT_RGBA_8888. This prevents > >>>> Chrome OS from updating its Android drivers, because earlier this year > >>>> Intel disabled all rgbx formats for gen >=9 in brw_surface_formats.c. > >>>> This patch series safely (hopefully?) fixes that problem. > >>>> > >>>> If you want the meat, read patches 2 and 6. > >>>> > >>>> Chad Versace (6): > >>>> mesa: Add _mesa_format_fallback_rgba_to_rgbx() > >>>> i965: Add a RGBX->RGBA fallback for glEGLImageTextureTarget2D() > >>>> i965: Rename some vague format members of brw_context > >>>> i965/dri: Add intel_screen param to intel_create_winsys_renderbuffer > >>>> i965: Move brw_context format arrays to intel_screen > >>>> i965/dri: Support R8G8B8A8 and R8G8B8X8 configs > >>> > >>> > >>> Thanks a lot Chad! > >>> > >>> Just to make sure, did you have a chance to test it with X11 apps, > >>> that were reported to have incorrect colors last time we tried > >>> enabling these formats? I.e. > >>> https://bugs.freedesktop.org/show_bug.cgi?id=95071
tfiga, I only tested with glxgears. To be safe, I'll also test the KDE apps in that bug report and reply back with the results. > >> I just tested this set on Android and I'm getting wrong colors with this, > >> red and blue swapped. Uh oh. I did something dumb. When testing this on ARC++, I chose a BLACK-AND-WHITE game! I'll retest with a color game. https://play.google.com/store/apps/details?id=com.ZephirothGames.AsteroidStormFREE&hl=en > > I can 'fix' this by reordering the configs in intel_screen_make_configs so > > that the new configs (RGBA, RGBX) required by Android are before the old > > ones (BGRA, BGRX). > > I think that would have exactly the opposite effect on the X11 apps I > mentioned before. In my testing, they were sensitive to the order of > configs, due to component bit masks not being considered in selection, > only bit depths. Yes. > However, for Android, I thought EGL already used bit masks, so > possibly there is still an unrelated bug somewhere. Android certainly inspects the channel masks, using dri2_add_config(). So I'm also curious why Tapani sees swapped channels. The platform_android.c is patched with format hacks, and I assume the same is true for android-ia. Maybe the hacks are intefering somehow. I'll investigate. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev