Michel Dänzer <[email protected]> writes: > On Die, 2011-10-04 at 15:52 -0700, Aaron Plattner wrote: >> This caused a performance regression because previously, miTrapezoids >> would render its mask image into a scratch pixmap and then perform the >> final composite using a possibly-accelerated RENDER Composite call. >> Now, fbTrapezoids does the final composite in software, leading to, for >> example, http://www.nvnews.net/vbulletin/showthread.php?t=166698 >> >> Of course, I could simply copy the old miTrapezoids implementation into >> our driver, but it seems hard to believe that our driver is the only one >> that benefited from the "rasterize in software, composite in hardware" >> behavior of the old code. Should I re-add miTrapezoids as a helper that >> drivers can plug in when they want the old behavior, just revert this >> change, or go the "only nvidia gets to go fast" copy & paste route? > > FWIW, EXA already had a copy of miTrapezoids before this change to avoid > GPU<->CPU ping-pong (GPU clear, CPU rasterization, GPU composition).
Yes, and uxa inherited that. There were no open source users of miTrapezoids() when I wrote the patch. Soren _______________________________________________ [email protected]: X.Org development Archives: http://lists.x.org/archives/xorg-devel Info: http://lists.x.org/mailman/listinfo/xorg-devel
