2 Sep 2004 02:42
Re: enabling APPLE_client_storage for a driver,
Dave Airlie <airlied <at> linux.ie>
2004-09-02 00:42:01 GMT
2004-09-02 00:42:01 GMT
> > 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(Continue reading)
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