On Monday, January 26, 2009 5:14 pm Jesse Barnes wrote: > On Friday, January 23, 2009 5:57 pm Eric Anholt wrote: > > On Fri, 2009-01-23 at 16:24 -0800, Eric Anholt wrote: > > > On Fri, 2009-01-23 at 14:15 -0800, Jesse Barnes wrote: > > > > Set alignments, tile settings and flags correctly in the 2D driver to > > > > support tiled rendering. UXA's create pixmap function currently > > > > assumes the worst about the alignment constraints; that should > > > > probably be fixed. Some of the 1M alignment fixes could probably be > > > > done more cleanly as well. > > > > Updated version incorporating my comments. Note the XXXs. With this > > I've seen OA go from 5.5fps to 34.7fps on my eee 901, so I think we're > > looking pretty good once we clean a few messes up. I had to disable > > TILING_Y to get correct rendering with OA, which we should probably look > > into. > > > > From 1d9cda617f29badf50584bafa42ea597f1a5b27d Mon Sep 17 00:00:00 2001 > > From: Jesse Barnes <jbar...@virtuousgeek.org> > > Date: Fri, 23 Jan 2009 14:15:26 -0800 > > Subject: [PATCH] Support tiled back/depth on 915-class hardware with > > DRI2. > > > > Set alignments, tile settings and flags correctly in the 2D driver to > > support tiled rendering. UXA's create pixmap function currently assumes > > the worst about the alignment constraints; that should probably be fixed. > > Some of the 1M alignment fixes could probably be done more cleanly as > > well. > > Ok this one should be a little cleaner. I just removed the alignment > passing in create_pixmap since we don't use it anyway. As for size & > stride, we can probably calculate that in the kernel given the object's > tiling mode, but then our obj->size wouldn't match reality (right now I > think it give an accurate view of aperture space required for an object, > might be a pain to lose that). > > Testers welcome on this patchset (the libdrm portion hasn't changed); hope > we can get it pushed upstream soon.
oh and I also looked a little more into what it would take to do Y-tiling on pre-965. The BLT engine on those chips only supports X tiled blits, so we'd need to fix mesa to only use 3D commands for front/back/etc. copies to get it working. Would be fun to do it and see how much of a perf. win it is... -- Jesse Barnes, Intel Open Source Technology Center ------------------------------------------------------------------------------ This SF.net email is sponsored by: SourcForge Community SourceForge wants to tell your story. http://p.sf.net/sfu/sf-spreadtheword -- _______________________________________________ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel