Hi all, So I had to drop texture tiling when I did the radeon-rewrite but I'd like to bring them back.
Now with traditional drivers, we have the mesa copy of the texture and the card copy, and we usually texture from VRAM only, so we can upload to VRAM and tile on the way, and if we hit a sw fallback we just use the textures from the mesa fallback. In the bufmgr world in theory we don't keep two copies of textures around, and on radeons we can at least enable texture tiling on GART textures. So if I store the texture tiled for hw use, we don't have anything like span access to textures from what I can see for sw use. If the texture was in VRAM, in theory for sw use we could use a surface, however it leave tiled in GART busted. I'm just wondering if anyone has already tackled this in any driver, and how this could work best. Does Gallium provide surface accessors for textures like spans? I'm sort of thinking I keep two buffers objects, one sw only and one for hw to use and use the GPU to blit between them when updates are needed. Dave. ------------------------------------------------------------------------------ Apps built with the Adobe(R) Flex(R) framework and Flex Builder(TM) are powering Web 2.0 with engaging, cross-platform capabilities. Quickly and easily build your RIAs with Flex Builder, the Eclipse(TM)based development software that enables intelligent coding and step-through debugging. Download the free 60 day trial. http://p.sf.net/sfu/www-adobe-com _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev