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

Reply via email to