On 09/26/2012 09:55 PM, John Kåre Alsaker wrote:
On 9/25/12, Brian Paul<bri...@vmware.com>  wrote:
On 09/24/2012 11:09 PM, John Kåre Alsaker wrote:
On Mon, Sep 24, 2012 at 5:22 PM, Brian Paul<bri...@vmware.com
<mailto:bri...@vmware.com>>  wrote:

     On 09/23/2012 05:44 AM, John Kåre Alsaker wrote:

         ---
            src/gallium/drivers/svga/svga_resource_texture.c | 8 --------
            1 file changed, 8 deletions(-)

         diff --git a/src/gallium/drivers/svga/svga_resource_texture.c
         b/src/gallium/drivers/svga/svga_resource_texture.c
         index 9830e79..97ec7ee 100644
         --- a/src/gallium/drivers/svga/svga_resource_texture.c
         +++ b/src/gallium/drivers/svga/svga_resource_texture.c
         @@ -540,14 +540,6 @@ svga_texture_from_handle(struct
         pipe_screen *screen,
               pipe_reference_init(&tex->b.b.reference, 1);
               tex->b.b.screen = screen;

         -   if (format == SVGA3D_X8R8G8B8)
         -      tex->b.b.format = PIPE_FORMAT_B8G8R8X8_UNORM;
         -   else if (format == SVGA3D_A8R8G8B8)
         -      tex->b.b.format = PIPE_FORMAT_B8G8R8A8_UNORM;
         -   else {
         -      /* ?? */
         -   }
         -
               SVGA_DBG(DEBUG_DMA, "wrap surface sid %p\n", srf);

               tex->key.cachable = 0;


     Yeah, I don't know what that's all about either.  Have you done a
     piglit run with this change to check for regressions?

Piglit doesn't pass the sanity tests with Mesa master. Are there any
tests for shared handles in there?

There's only two tests in sanity.tests (glean/readPixSanity and
glean/basic) and they both pass for me with the VMware svga driver.

What exactly is your command line and what's the output?

In any case, the sanity.tests group isn't enough.  A full piglit run
would be run with something like this:

./piglit_run.py tests.all.tests results

I'll run the test here but you might want to do more investigation on
your side to see why the sanity tests aren't passing.

-Brian


> glean/readPixSanity is failing. Depth and stencil buffers are read
> back wrong, while RGBA is fine.
>

Let me guess, you're running Workstation on a Windows host. In that case glReadPixels of depth/stencil don't work (since the underlying Direct3D doesn't support that).

I still need to finish testing your patch.  I'll try today...

-Brian
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