static void virgl_send_tweaks(struct virgl_context *vctx, struct virgl_screen *rs)
{
+ if (rs->tweak_gles_emulate_bgra)
+ virgl_encode_tweak(vctx, virgl_tweak_gles_brga_emulate, 1);
}
struct pipe_context *virgl_context_create(struct pipe_screen *pscreen,
#define VIRGL_SET_TWEAKS_VALUE 2
enum vrend_tweak_type {
+ virgl_tweak_gles_brga_emulate,
virgl_tweak_undefined
};
#include "util/u_video.h"
#include "util/u_math.h"
#include "util/os_time.h"
+#include "util/xmlconfig.h"
#include "pipe/p_defines.h"
#include "pipe/p_screen.h"
#include "virgl_resource.h"
#include "virgl_public.h"
#include "virgl_context.h"
+#include "virgl_protocol.h"
int virgl_debug = 0;
static const struct debug_named_value debug_options[] = {
{
struct virgl_screen *screen = CALLOC_STRUCT(virgl_screen);
+ const char *VIRGL_GLES_EMULATE_BGRA = "gles_emulate_bgra";
if (!screen)
return NULL;
virgl_debug = debug_get_option_virgl_debug();
+ if (config && config->options) {
+ screen->tweak_gles_emulate_bgra =
+ driQueryOptionb(config->options, VIRGL_GLES_EMULATE_BGRA);
+ }
screen->vws = vws;
screen->base.get_name = virgl_get_name;
screen->base.get_vendor = virgl_get_vendor;
<option name="radeonsi_prim_restart_tri_strips_only" value="true"/>
</application>
</device>
- </driconf>
+ <device driver="virtio_gpu">
+ <!-- Some Valve games do a final blit to a BRGA_sRGB surface. On a GLES
+ host this format is not supported and the blit will go to BGRA_UNORM
+ resulting in an unintended linearization and the final output being
+ too dark. -->
+ <application name="Half Life 2" executable="hl2_linux">
+ <option name="gles_emulate_bgra" value="true" />
+ </application>
+ <application name="Portal" executable="hl2_linux">
+ <option name="gles_emulate_bgra" value="true" />
+ </application>
+ <application name="Left 4 Dead 2" executable="hl2_linux">
+ <option name="gles_emulate_bgra" value="true" />
+ </application>
+ <application name="Dota 2" executable="dota2">
+ <option name="gles_emulate_bgra" value="true" />
+ </application>
+ <!-- The Raven Remastered expects a BGRA_sRGB surface and a BGRA_sRGB
+ surface that is capable to do texture views, since on GLES the BGRA
+ format provided by EXT_texture_BGRA8888 has no sRGB counterpart and
+ is not in the list of suppoerted TextureView formats we need to
+ emulate this -->
+ <application name="The Raven Remastered" executable="Raven">
+ <option name="gles_emulate_bgra" value="true" />
+ </application>
+ </device>
+</driconf>
#define DRI_CONF_V3D_NONMSAA_TEXTURE_SIZE_LIMIT(def) \
DRI_CONF_OPT_BEGIN_B(v3d_nonmsaa_texture_size_limit, def) \
DRI_CONF_DESC(en,"Report the non-MSAA-only texture size limit") \
+/**
+ * \brief virgl specific configuration options
+ */
+
+#define DRI_CONF_GLES_EMULATE_BGRA(def) \
+DRI_CONF_OPT_BEGIN_B(gles_emulate_bgra, def) \
+ DRI_CONF_DESC(en,gettext("On GLES emulate BGRA formats by using a swizzled RGBA format")) \
DRI_CONF_OPT_END