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Marc-André Lureau authored
When VIRGL_RENDERER_D3D11_SHARE_TEXTURE flag is set, and running on ANGLE with D3D11 backend, virgl will try to allocate the texture itself, with SHARED_NTHANDLE, and SHARED_KEYEDMUTEX. The texture is acquired with key 0, so rendering can take place. You can share the texture with a different process, thanks to IDXGIResource1::CreateSharedHandle and DuplicateHandle. You must properly handle the keyedmutex locking then between context/devices. Similar to GBM buffer allocation, the texture used to create the EGLImage and bind it to the GL texture. Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com> Acked-by: Gert Wollny <gert.wollny@collabora.com> Part-of: <!1103>
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