Dave Airlie | 2 Sep 2004 02:42
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Re: enabling APPLE_client_storage for a driver,

>
> On the other hand, if your client-side storage isn't accessible to the  GPU,
> the texture data will have to be copied into AGP or on-board VRAM.  So, the
> net effect is that the client-side texture data is going to reside in your own
> malloc'd buffer, instead of one that OpenGL/Mesa would have otherwise
> allocated.  At least you'd save a memcpy() when glTexImage2D is called.
>
> Is that all you want?

that'd do for a start... I just to need to remove any extras copies from
my system if I can ...

> Finally, there's issues of the texture image format/type/layout.  If your
> client-side storage doesn't match the hardware it'll have to be
> copied/reformatted at some point.

I see the checks in the r200 code alright, but they don't seem to cover
all the cases, it only seems to look at GL_BGRA && type ==
GL_UNSIGNED_INT_8_8_8_8_REV and format == GL_RGB && type ==
GL_UNSIGNED_SHORT_5_6_5

should all formats the hardware support be here?

Dave.

--

-- 
David Airlie, Software Engineer
http://www.skynet.ie/~airlied / airlied at skynet.ie
pam_smb / Linux DECstation / Linux VAX / ILUG person

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Brian Paul | 2 Sep 2004 16:58

Re: enabling APPLE_client_storage for a driver,

Dave Airlie wrote:
>>On the other hand, if your client-side storage isn't accessible to the  GPU,
>>the texture data will have to be copied into AGP or on-board VRAM.  So, the
>>net effect is that the client-side texture data is going to reside in your own
>>malloc'd buffer, instead of one that OpenGL/Mesa would have otherwise
>>allocated.  At least you'd save a memcpy() when glTexImage2D is called.
>>
>>Is that all you want?
> 
> 
> that'd do for a start... I just to need to remove any extras copies from
> my system if I can ...
> 
> 
>>Finally, there's issues of the texture image format/type/layout.  If your
>>client-side storage doesn't match the hardware it'll have to be
>>copied/reformatted at some point.
> 
> 
> I see the checks in the r200 code alright, but they don't seem to cover
> all the cases, it only seems to look at GL_BGRA && type ==
> GL_UNSIGNED_INT_8_8_8_8_REV and format == GL_RGB && type ==
> GL_UNSIGNED_SHORT_5_6_5
> 
> should all formats the hardware support be here?

Probably.  I think Keith just chose to check for the formats/types 
that were the most obvious/useful at the time.

-Brian
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Gmane