Keith Whitwell wrote: > On Sat, 2010-03-06 at 00:30 -0800, Dave Airlie wrote: >> So in classic drivers we can hit swrast fallbacks for things like >> ReadPixels where we know we aren't going to have to want to touch >> textures at all. This would be useful for the r300 driver where Maciej >> is working on texture tiling will allow us to avoid the untiling >> overheads that mapping textures requires for most sw fallbacks. >> >> There may be other operations where we can do this also. For render to >> texture scenarios the driver should still map the textures via the >> FBOs anyways. >> >> Dave. > > Looks like a reasonable idea to me.
Looks good to me too, Dave. This reminds me that I have a branch that cleans up some of the fb/texture map/unmap code in Mesa. I need to get back on that one of these days... -Brian ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev