Hi Brian,

sorry for disturb you again.

Am Sam, 2002-06-22 um 00.00 schrieb Brian Paul:
> Most of the DRI drivers have a per-context field called 'Fallback'.
> It's a bitmask which records various reasons why we need to fallback
> to software rendering.  In the case of the mga (G400) driver you'll
> see these flags in mgacontext.h:
> 
> #define MGA_FALLBACK_TEXTURE        0x1
> #define MGA_FALLBACK_DRAW_BUFFER    0x2
> #define MGA_FALLBACK_READ_BUFFER    0x4
> #define MGA_FALLBACK_LOGICOP        0x8
> #define MGA_FALLBACK_RENDERMODE     0x10
> #define MGA_FALLBACK_STENCIL        0x20
> #define MGA_FALLBACK_DEPTH          0x40
> 
> If you search the code, you'll find where we set these flags by
> calling mgaFallback() (via the FALLBACK() macro).  You could put
> a printf in there to print the bit value and get an idea of what's
> slowing you down.

Ok, I did a printf there and switch MGA_DEBUG on. Now I need a bit help
with the analyse of the output...

mgaFallback: bit:1 mode:0

Looks like this is a call from mgaUpdateTextureState. Since mode is 0
the fallback flag is unset? 

FLUSH_BATCH in mgaReadDepthPixels_16
FLUSH_BATCH in mgaWriteDepthPixels_16
FLUSH_BATCH in mgaWriteRGBAPixels_565
FLUSH_BATCH in mgaDDBindTexture
FLUSH_BATCH in mgaDDUpdateHwState
FLUSH_BATCH in mgaFallback
FALLBACK: GL_DECAL RGBA texture, unit=0
FLUSH_BATCH in mgaReadDepthPixels_16
FLUSH_BATCH in mgaWriteDepthPixels_16
FLUSH_BATCH in mgaWriteRGBAPixels_565

This looks more interesting to me. Is there a problem with RGBA
textures?

Bye, Michael



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