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Lines Matching refs:protected

56     have created a protected context.  A protected context enables the
57 driver to put the GPU into a protected mode where it is able to operate on
58 protected surfaces.
60 This extension enables allocating standard GL textures as protected
64 a protected context.
69 to handle protected content is by using a protected virtual to physical
71 read or write faults when a non-protected context tries to access the
74 actually allowing copying any protected content to a non-protected surface.
108 To use protected textures a context must be a protected context.
109 To check if your context supports protected content you can
120 FALSE - the default. The texture is not protected.
122 TRUE - the texture is protected.
124 The definition of protected and non-protected access is up to the
126 protected surface, it is required that the context also be protected.
129 created in protected mode with an extension such as
134 If the context is protected, the pipeline stages are executed in the
136 - The fragment stage is always protected
138 protected or not protected.
140 Permitted operations in protected and not protected mode are out of the
175 PROPOSED - Yes. While protected surfaces can't be updated with
186 4) What happens if readPixels is performed on a protected surface?
191 5) Can you create an EGLImage from a protected texture?
193 RESOLVED - Yes, but only if the EGLImage is created in a protected context.
195 6) Should all textures on a protected context be protected by default?
197 RESOLVED - No, several implementations have limited amounts of protected
198 memory so the API will require opting into protected memory.
200 7) How should protected memory be exposed?
206 8) If an FBO attachment is protected, must all of the attachments be
207 protected?
209 RESOLVED - Yes, if any of the FBO attachments are protected then they all
210 must be protected or the results are undefined. If this is being used
212 states all outputs must be protected for a protected context, and that
219 These features require writing to a buffer and a protected context can only
220 write to a protected surface. There are no protected buffers so this isn't
221 possible. Even if there were protected buffers that data wouldn't be
227 RESOLVED - It is forbidden to create a texture which is both protected and