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In cases where the scanout buffer is provided as a texture (e.g. Virgl) we need to check to see if it has a linear memory layout or not. If it doesn't have a linear layout, then blitting it onto the texture associated with the display surface (which already has a linear layout) seems to ensure that there is no corruption seen regardless of which encoder or decoder is used. Cc: Gerd Hoffmann <kraxel@redhat.com> Cc: Marc-André Lureau <marcandre.lureau@redhat.com> Cc: Dmitry Osipenko <dmitry.osipenko@collabora.com> Cc: Frediano Ziglio <freddy77@gmail.com> Cc: Dongwon Kim <dongwon.kim@intel.com> Cc: Michael Scherle <michael.scherle@rz.uni-freiburg.de> Reviewed-by: Marc-André Lureau <marcandre.lureau@redhat.com> Signed-off-by: Vivek Kasireddy <vivek.kasireddy@intel.com> Message-Id: <20250617043546.1022779-8-vivek.kasireddy@intel.com>