On 3/21/09, Dave Airlie <[email protected]> wrote: > > 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.
Something similar could also be used for non-CPU-accessible vram. In the linear texture or accessible vram cases the copy would be a nop. Alex ------------------------------------------------------------------------------ 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 [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
