Roland Scheidegger wrote:

Roland Scheidegger wrote:

In fact, that was already discussed briefly at irc. For now it just seemed more important to get it working on more cards and fix the rendering problems than to worry about "minor" issues like multiple rendering apps :). I did get clearing only the needed tiles working (minus some off-by-one issues currently) though at least on my rv250 (with a 32x8 z pixel granularity however - for clearing the hardware seems to work on 8x2 4x4 "macro tiles", it looks like it might be even possible to get granularity down to 4x4 for clearing, at least on my card).

Ok, here's the version which clears only the required tiles (with a 32x8 z-pixel granularity).
Works on rv250. It is almost certain to not work on non-rv cards (see code comments). I don't know if it works on rv100 cards, while the macro-tile size should be identical, the macro-tile shape may be not. Feedback might be helpful, especially if a pattern is visible which tiles are cleared and which not.
No new dri patch, use the old one.
Problems when only z or stencil buffer is cleared are unchanged (will probably look at it next),

You need to call the standard clear routine when bpp is 32 and the visual has a stencil and only one of the stencil or depth is cleared.
All the other cases can be handled without a fallback.


as is the problem with stencil/z readback (probably won't look at it soon...).

I'm working on a patch that will merge hyperz and tiling and incidentally fix this.
It'll also take care of disabling hyperz when there are multiple windows.


Stephane





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