Closed
Bug 771539
Opened 13 years ago
Closed 13 years ago
Support 32bit pixel depth in GLContextProviderEGL::CreateConfig
Categories
(Core :: Graphics, defect)
Tracking
()
RESOLVED
DUPLICATE
of bug 749538
People
(Reporter: marshall, Assigned: marshall)
References
Details
Attachments
(1 file)
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1.19 KB,
patch
|
vlad
:
review+
|
Details | Diff | Splinter Review |
Recent emulator builds in B2G are reporting 32bit pixel depth, but the validation logic in CreateConfig only checks for 16 or 24bit pixel depths.
The fix looks to be pretty straight forward -- just add a second check for 32bit depth when the color sizes are reported RGBA/8888.
This has also been filed as a bug in B2G's github repo:
https://github.com/mozilla-b2g/B2G/issues/51
| Assignee | ||
Comment 1•13 years ago
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| Assignee | ||
Comment 2•13 years ago
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Comment on attachment 639694 [details] [diff] [review]
32bpp check
Confirmed this is working on local emulator builds in OS X w/ B2G
Attachment #639694 -
Attachment description: Bug 771539: Check for 32bpp depth when validating EGL Contexts. r=vlad → 32bpp check
Attachment #639694 -
Flags: review?(vladimir)
Comment 3•13 years ago
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Do you know if 32bpp will give as good performance as 16bpp on these devices? That doesn't seem to be the case of all mobile devices.
| Assignee | ||
Comment 4•13 years ago
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(In reply to Benoit Jacob [:bjacob] from comment #3)
> Do you know if 32bpp will give as good performance as 16bpp on these
> devices? That doesn't seem to be the case of all mobile devices.
Not sure, but it seems the recent builds of AOSP qemu only support 16bpp/32bpp. It could be that we need to fall back to 16bpp depth in Android (we already have a 24bpp Android fallback hardcoded, but the comments there make it sound like only a temporary fix)
Comment on attachment 639694 [details] [diff] [review]
32bpp check
This is fine, but I'm scratching my head a bit here. Why do we care about a == 8 if we request depth == 24? I mean the attribs request alpha == 8, but why do they do that? That seems unnecessary...
Attachment #639694 -
Flags: review?(vladimir) → review+
| Assignee | ||
Comment 6•13 years ago
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(In reply to Vladimir Vukicevic [:vlad] [:vladv] from comment #5)
> This is fine, but I'm scratching my head a bit here. Why do we care about a
> == 8 if we request depth == 24? I mean the attribs request alpha == 8, but
> why do they do that? That seems unnecessary...
Good question -- that looks to be an artifact of another fix from mwu in Bug 734081.
It looks like the use of 24bpp is a little confused in general, using 32bpp EGL config attributes. Maybe we should file a follow up to have someone check this out?
Comment 7•13 years ago
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Originally it didn't actually matter whether 24 or 32bpp was requested but bug 767288 changed it so there is an actual distinction.
Depends on: 767288
Is it worth expanding this code out to explicitly handle 24 vs 32? (i.e. not care about alpha == 8 if 24?) Note that reporting 32 for a screen depth is kinda busted anyway, so maybe the fix should be to detect the emulator and just return 24 instead of 32 :p
| Assignee | ||
Comment 9•13 years ago
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It looks like cjones' fix from Bug 749538 is more complete, marking this one as a duplicate.
Status: NEW → RESOLVED
Closed: 13 years ago
Resolution: --- → DUPLICATE
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Description
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