[Dri-devel] Streaming video through glTexSubImage2D

2003-01-31 Thread Morten Hustveit
Currently, the performance when streaming video through glTexSubImage2D is very low. In my test program and with mplayer, I get approximately 8 fps in 720x576 on my Radeon 7500 with texmem-branch from a couple of weeks ago. glDrawPixels is equally slow. I assume glTexSubImage2D is supposed

Re: [Dri-devel] Streaming video through glTexSubImage2D

2003-01-31 Thread Jens Owen
Morten Hustveit wrote: Currently, the performance when streaming video through glTexSubImage2D is very low. In my test program and with mplayer, I get approximately 8 fps in 720x576 on my Radeon 7500 with texmem-branch from a couple of weeks ago. glDrawPixels is equally slow. I assume

Re: [Dri-devel] Streaming video through glTexSubImage2D

2003-01-31 Thread Ian Romanick
Morten Hustveit wrote: Currently, the performance when streaming video through glTexSubImage2D is very low. In my test program and with mplayer, I get approximately 8 fps in 720x576 on my Radeon 7500 with texmem-branch from a couple of weeks ago. glDrawPixels is equally slow. I assume

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[Dri-devel] texmem-0-0-1 branch

2003-01-31 Thread Leif Delgass
I've been looking at the texmem branch and have found a few problems. I wanted to explain the problems I found and get some feedback before commiting any changes or putting a patch together. The first item is the cause of the texture corruption with multiple contexts that I have seen with both

Re: [Dri-devel] Streaming video through glTexSubImage2D

2003-01-31 Thread Leif Delgass
On Fri, 31 Jan 2003, Arkadi Shishlov wrote: On Fri, Jan 31, 2003 at 10:26:13AM -0800, Ian Romanick wrote: There are two typical ways to go about imporving texture upload performance in OpenGL applications. One is through the use of OpenGL extensions. There are several extensions

Re: [Dri-devel] Streaming video through glTexSubImage2D

2003-01-31 Thread Arkadi Shishlov
On Fri, Jan 31, 2003 at 04:33:36PM -0500, Leif Delgass wrote: Actually, iirc, all the drivers actually implement glTexSubImage2D the same way as glTexImage2D. They always upload the entire texture image -- there was a comment I remeber seeing about the subimage index calculations being wrong.

Re: [Dri-devel] Streaming video through glTexSubImage2D

2003-01-31 Thread Arkadi Shishlov
On Fri, Jan 31, 2003 at 10:26:13AM -0800, Ian Romanick wrote: There are two typical ways to go about imporving texture upload performance in OpenGL applications. One is through the use of OpenGL extensions. There are several extensions available (or available any You are talking about

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Re: [Dri-devel] Streaming video through glTexSubImage2D

2003-01-31 Thread Leif Delgass
On Fri, 31 Jan 2003, Arkadi Shishlov wrote: On Fri, Jan 31, 2003 at 04:33:36PM -0500, Leif Delgass wrote: Actually, iirc, all the drivers actually implement glTexSubImage2D the same way as glTexImage2D. They always upload the entire texture image -- there was a comment I remeber seeing

Re: [Dri-devel] Streaming video through glTexSubImage2D

2003-01-31 Thread Ian Romanick
Arkadi Shishlov wrote: On Fri, Jan 31, 2003 at 10:26:13AM -0800, Ian Romanick wrote: There are two typical ways to go about imporving texture upload performance in OpenGL applications. One is through the use of OpenGL extensions. There are several extensions available (or available any

Re: [Dri-devel] texmem-0-0-1 branch

2003-01-31 Thread Ian Romanick
Leif Delgass wrote: I've been looking at the texmem branch and have found a few problems. I wanted to explain the problems I found and get some feedback before commiting any changes or putting a patch together. Thanks for looking over the code. Everyone's been so busy lately that I don't

Re: [Dri-devel] texmem-0-0-1 branch

2003-01-31 Thread Ian Romanick
Leif Delgass wrote: There are also a few failing assertions related to placeholder texture objects. In driTexturesGone, we need to set t-heap = heap or else the assertion that t-heap != NULL fails in driDestroyTextureObject when destroying a placeholder. I see the problem you're talking about

Re: [Dri-devel] Streaming video through glTexSubImage2D

2003-01-31 Thread Arkadi Shishlov
If texture is locked in DRI while rendering, the straghforward solution is to allocate new texture for every frame or reuse old one from the ring. The new texture will be free, one application thread can be dedicated to push texture to AGP and than into the card, while another threads can decode

Re: [Dri-devel] texmem-0-0-1 branch

2003-01-31 Thread Leif Delgass
On Fri, 31 Jan 2003, Ian Romanick wrote: Leif Delgass wrote: There are also a few failing assertions related to placeholder texture objects. In driTexturesGone, we need to set t-heap = heap or else the assertion that t-heap != NULL fails in driDestroyTextureObject when destroying a

[Dri-devel] Mach64 / Rage128 texture compression update

2003-01-31 Thread Ian Romanick
While I was searching around the net for papers on texture memory management, I came across some references to Talisman and DirectX 6.0 texture compression. It seems that the compression algorithm used is called TREC, which is short for Texture and Rendering Compression.

Re: [Dri-devel] Mach64 / Rage128 texture compression update

2003-01-31 Thread Leif Delgass
According to the docs, mach64 implements 4:1 VQ de-compression, but there's no other info. Rage 128 also has a VQ texture format bit, according to the register header file. Sega dreamcast used a form of VQ compression also, I think. On Fri, 31 Jan 2003, Ian Romanick wrote: While I was

Re: [Dri-devel] texmem-0-0-1 branch

2003-01-31 Thread Ian Romanick
Leif Delgass wrote: On Fri, 31 Jan 2003, Ian Romanick wrote: Leif Delgass wrote: There are also a few failing assertions related to placeholder texture objects. In driTexturesGone, we need to set t-heap = heap or else the assertion that t-heap != NULL fails in driDestroyTextureObject when

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