Chase Douglas wrote:
> Roland Scheidegger wrote:
>> Chase Douglas wrote:
>>> I see that there are a lot of functions in i915_state.c that deal 
>>> with the rendering. Functions such as i915CullFaceFrontFace and 
>>> i915Scissor (which seems to be clipping). Is the goal to modify those 
>>> functions such that when they draw a renderbuffer with dimensions > 
>>> 2048 in any direction, that it draws as many times as necessary for 
>>> sections that aren't within 2048x2048 chunks? If so, how does one 
>>> move the 2048x2048 render frame to another region, and then render 
>>> the corresponding region in the renderbuffer there?
>> Directly changing those functions won't really help. You need to 
>> modify the hw state they affect (together with buffer offsets etc.) 
>> before you send down the vertices to the hw, modify the state again 
>> and resend all vertices.
>>
>> Roland
>>
> 
> Is there any documentation for how to do this? I've been poking around 
> intel.com and have downloaded some datasheets, but nothing I've found 
> describes how to use the actual graphics card. Maybe I'm trying to delve 
> too deep anyways, since the DRM in the kernel probably abstracts this away.
I don't think you'd necessarily need hardware documentation for this. 
Just looking at how the driver handles things currently should give you 
all information you need. The drm isn't really heavily involved. 
Basically, the driver queues up all vertices and hw state changes and 
fires the buffer off to the hw later (when it's full for instance).
Look at intel_tris.c, batchbuffer.c for instance (and things like 
INTEL_FIREVERTICES). I haven't really looked at it, but this would need 
to change somewhat so you can submit the vertices twice (together with 
the necessary hw state changes).
But you'd first need to understand how the vertex/state submission 
works. Then maybe you could first try to change the hw state in a way so 
it only draws the otherwise cut out parts at the right, which should be 
much easier than having to draw both parts (as you wouldn't need any 
vertex duplication - just viewport etc. hackery) - at least I think it 
should work that way, as said I haven't really thought about it.

Roland

-------------------------------------------------------------------------
This SF.net email is sponsored by: Splunk Inc.
Still grepping through log files to find problems?  Stop.
Now Search log events and configuration files using AJAX and a browser.
Download your FREE copy of Splunk now >>  http://get.splunk.com/
_______________________________________________
Mesa3d-dev mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/mesa3d-dev

Reply via email to