egl: Use the Mesa surfaceless platform instead of GBM
Mesa surfaceless platform appears to be a better fit for the use-case at hand: 1. Like GBM it is Mesa specific, so no change in supported setups is expected. If ever required, a fallback to the generic device platform could be added on top. 2. It leaves the complexity of selecting a renderer device to the driver, reducing code and dependencies. 3. It allows to use llvmpipe / software drivers without dri device, which can be useful on CI or debugging (with LIBGL_ALWAYS_SOFTWARE=1). Signed-off-by: Robert Mader <robert.mader@collabora.com> Reviewed-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org> Tested-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org> # sm8250/rb5, x1e/Dell Insprion14p Reviewed-by: Milan Zamazal <mzamazal@redhat.com> Tested-by: Milan Zamazal <mzamazal@redhat.com> # TI AM69 Tested-by: Barnabás Pőcze <barnabas.pocze@ideasonboard.com> # ThinkPad X1 Yoga Gen 7 + ov2740 Reviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
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Kieran Bingham
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@@ -16,8 +16,6 @@
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#include <libcamera/base/span.h>
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#include <libcamera/base/utils.h>
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#include "libcamera/internal/gbm.h"
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#define EGL_EGLEXT_PROTOTYPES
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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@@ -96,7 +94,7 @@ public:
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eGL();
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~eGL();
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int initEGLContext(GBM *gbmContext);
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int initEGLContext();
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int createInputDMABufTexture2D(eGLImage &eglImage, int fd);
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int createOutputDMABufTexture2D(eGLImage &eglImage, int fd);
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