Re: [Mesa3d-dev] [rfc] to SpanRenderStart to avoid texture mapping overheads

2010-03-08 Thread Keith Whitwell
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

Re: [Mesa3d-dev] [rfc] to SpanRenderStart to avoid texture mapping overheads

2010-03-08 Thread Brian Paul
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

[Mesa3d-dev] [rfc] to SpanRenderStart to avoid texture mapping overheads

2010-03-06 Thread Dave Airlie
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