On 10 Apr 2002, Michel Dänzer wrote:

> On Wed, 2002-04-10 at 01:52, Leif Delgass wrote:
> > On 10 Apr 2002, Michel Dänzer wrote:
> > 
> > > On Wed, 2002-04-10 at 01:01, Leif Delgass wrote:
> > > 
> > > > The mach64 can only use a 16-bit depth buffer, even with a 32bpp framebuffer,
> > > > so I'm also interested in this.  I couldn't see a way to request a
> > > > smaller buffer from the XFree framebuffer manager (currently we
> > > > allocate a 32-bit depth buffer, but are only using 16-bit z-buffer
> > > > depth).
> > > 
> > > What prevents you from reserving less space for the depth buffer?
> > 
> > Well, maybe I'm just being dense (it's been known to happen), but it
> > looked as though the xf86AllocateOffscreenArea function used to create the
> > depth buffer assumes the bit depth to be equal to the framebuffer bit
> > depth.  You pass width and height in pixels, but there's no parameter for
> > bit depth.
> 
> But you can pass it a smaller height and/or width for the depth buffer,
> can't you? It's just a complicated way to measure the amount of memory
> needed.

Well, I just reworked the allocation to pretend there are half as many
scanlines in the depth buffer at 32fbbpp and it worked, so I guess the
answer is yes.  Mach64 doesn't have XAA 2D accel enabled now, so I just
want to make sure that there isn't a problem there, but it would seem you
are right.  I went from 2112K texture mem to 3072K at 800x600 @32bpp.
Thanks!

-- 
Leif Delgass 
http://www.retinalburn.net


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