What follows is my understanding of the texture management system in the
DRI. This is all based on the Radeon driver in the 11-Feb-2002 CVS of the
mesa-4-0-branch. While it is based on the Radeon code, all drivers except
gamma and tdfx seem to use the same scheme (and virtually identical code).
On Tue, Feb 12, 2002 at 12:35:55PM -0800, Allen Akin wrote:
Just a side comment on Ian's excellent summary...
On Tue, Feb 12, 2002 at 11:45:58AM -0800, Ian Romanick wrote:
| - If an allocation (via the memHeap_t) fails when texture space is allocated
| (radeonUploadTexImages in
Allen Akin wrote:
Just a side comment on Ian's excellent summary...
On Tue, Feb 12, 2002 at 11:45:58AM -0800, Ian Romanick wrote:
| - If an allocation (via the memHeap_t) fails when texture space is allocated
| (radeonUploadTexImages in lib/GL/mesa/src/drv/radeon/radeon_texmem.c),
|
Ian Romanick wrote:
What follows is my understanding of the texture management system in the
DRI. This is all based on the Radeon driver in the 11-Feb-2002 CVS of the
mesa-4-0-branch. While it is based on the Radeon code, all drivers except
gamma and tdfx seem to use the same scheme (and
On Tue, Feb 12, 2002 at 09:03:55PM +, Keith Whitwell wrote:
The Utah drivers detected thrashing switched from a LRU to MRU replacement
strategy. The dri drivers could/should but don't do the same...
Interesting. What sort of a metric was used and what sort of extra data was
needed?
--
On Tue, Feb 12, 2002 at 09:03:55PM +, Keith Whitwell wrote:
|
| The Utah drivers detected thrashing switched from a LRU to MRU replacement
| strategy. The dri drivers could/should but don't do the same...
I suppose it wouldn't be too hard to keep a record of the texture binds
from the
Here's a first stab at the Radeon 3rd texture unit for testing, comments, flames etc.
I'm currently testing this and I'll probably make some of the 0,1,2's
into loops as I do that, but if anyone has a pile of 3 texture demos
they were itching to run... :o)
I've not found much to test it with.
...and I thought I was good at changing the subject...
--
Michael.
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Ian Romanick wrote:
On Wed, Feb 13, 2002 at 12:44:33AM +0100, Dieter Nützel wrote:
What about general S3TC (S3 texture compression) implementation?
Yes, we need words from S3 Graphics (VIA Technologies, Inc. and SONICblue
Inc.) badly.
That would be nice, but I'm pretty much 100%
On Wed, Feb 13, 2002 at 01:18:43AM +, Michael wrote:
Here's a first stab at the Radeon 3rd texture unit for testing, comments,
flames etc.
Congrats! Nice to see come cool stuff done. :)
--- radeon_context.c 6 Nov 2001 16:47:17 - 1.6.6.4
+++ radeon_context.c 13 Feb 2002
On Tue, Feb 12, 2002 at 07:32:27PM -0700, Brian Paul wrote:
I've updated the Mesa/demos/multiarb.c demo to exercise up to 8 texture
units. It's nothing too fancy, but give it a try (grab it from Mesa CVS).
Cool. Thanks, that works (and gives me something I know works to add Fog
specular and
On Tue, Feb 12, 2002 at 05:52:47PM -0800, Ian Romanick wrote:
On Wed, Feb 13, 2002 at 01:18:43AM +, Michael wrote:
Here's a first stab at the Radeon 3rd texture unit for testing, comments,
flames etc.
Congrats! Nice to see come cool stuff done. :)
Thanks.
Shouldn't this use the
Michael wrote:
On Tue, Feb 12, 2002 at 07:32:27PM -0700, Brian Paul wrote:
I've updated the Mesa/demos/multiarb.c demo to exercise up to 8 texture
units. It's nothing too fancy, but give it a try (grab it from Mesa CVS).
Cool. Thanks, that works (and gives me something I know works to
On Wed, Feb 13, 2002 at 03:23:40AM +, Michael wrote:
On Tue, Feb 12, 2002 at 07:32:27PM -0700, Brian Paul wrote:
I've updated the Mesa/demos/multiarb.c demo to exercise up to 8 texture
units. It's nothing too fancy, but give it a try (grab it from Mesa CVS).
Cool. Thanks, that works
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