On Fri, Mar 08, 2002 at 01:27:11PM -0800, Ian Romanick wrote:
> I've been looking at texture management in the MGA and Radeon drivers very
> closely lately.  Both code bases are pretty similar, but there are some
> striking differences.  The main one that I have come across is
> radeonTexImage2D vs. mgaTexImage2D.  Both routines are very different, and I
> don't think that either one is quite correct.

I think any mileage in changing these texture routines (bar the odd
1-liner bug fix) needs to respect the threads (and irc stuff) dealing
with improving the mm when texture space is short, reducing the work
done when texture space isn't short, maybe adding agp texturing, and
adding memory into the pool from things like the pixmap cache or from
dynamic depth/back buffers if they are implemented.

-- 
Michael.

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