virglrenderer: Also allocate 1x1 resource with gbm.

This optimization is for some specific situation, but actually we
do see some android apps create 1x1 windows. So remove this optimization
now.

Signed-off-by: Lepton Wu <lepton@chromium.org>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
macos/master
Lepton Wu 5 years ago committed by Gurchetan Singh
parent f8f5d3f073
commit 737c6e73e1
  1. 9
      src/vrend_renderer.c

@ -6165,15 +6165,6 @@ static void *vrend_allocate_using_gbm(struct vrend_resource *gr)
if (!gbm_device_is_format_supported(gbm->device, gbm_format, gbm_flags)) if (!gbm_device_is_format_supported(gbm->device, gbm_format, gbm_flags))
return NULL; return NULL;
/*
* loader_dri3_get_buffers requests 1x1 textures with the following flags:
* *_BIND_SCANOUT | *_BIND_SHARED | *_SAMPLER_VIEW | *_RENDER_TARGET.
* 32 x 32 buffers are also requested with the same flags and never sent to the
* display. TODO(gsingh): figure out how to optimize this.
*/
if (gr->base.width0 == 1 && gr->base.height0 == 1)
return NULL;
struct gbm_bo *bo = gbm_bo_create(gbm->device, gr->base.width0, gr->base.height0, struct gbm_bo *bo = gbm_bo_create(gbm->device, gr->base.width0, gr->base.height0,
gbm_format, gbm_flags); gbm_format, gbm_flags);
if (!bo) if (!bo)

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