Age | Commit message (Collapse) | Author |
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ahead of the CPU for more parallelism of CPU and GPU. Unfortunately
there seems to be some broken hardware (like my ProSavageDDR) on which
status register updates are delayed sometimes. This leads to very
jerky animation if the hardware can buffer more than the current
frame. A new option "sync_frames" can be used as a remedy on such
broken hardware.
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new DRM version 2.4 and command DMA.
- Flush less.
- Bumped the driver date.
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heap aging, similar to the way it's done in the i810 and i855 drivers.
This avoids idling the engine on every texture upload.
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- Flush buffered primitives before changing scissors.
- Require Savage DRM version 2.1.0, so that the broken single-cliprect
code can finally rest in peace.
- Removed some more dead code.
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will be used. Implemented this option in the Savage driver. On my
ProSavageDDR uploads to AGP memory are about 1.5 times as fast as
uploads to card memory. On non-IGP hardware the difference may be even
bigger. Now mplayer -gl is getting really usable.
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* When glTexSubImageND is used, track the set of changed tiles in a
bit vector and upload only dirty tiles later. This should improve
the performance of dynamic light maps and gl movie player plugins.
* Renamed debug item "lru" to "tex". Indicate which levels are
uploaded completely or partially.
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range used by the savage driver by negating ctx->MRD broke polygon
offsets with software fallbacks. This one adds a REVERSE_DEPTH parameter
to t_dd_tritmp.h (defaults to 0) that allows reversing polygon offsets
for hardware rendering but not for software fallbacks. For software
fallbacks depth values are reversed after polygon offsets have been
applied by the depth span functions.
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* Remove some unused (mostly empty) functions
* Added context parameter to WAIT_IDLE_EMPTY[_LOCKED] for consistency
* Added debug messages to WAIT_IDLE_EMPTY[_LOCKED]
* Don't flush empty command buffers
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* Fixed disabling of the render stage
* Added debug output for per-primitive fallbacks
* Bumped driver date
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Savage DRM version 2.2.0. Otherwise the render stage is disabled.
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vertex buffer. ELTS are not supported yet (missing functionality in
the DRM). You need at least Savage DRM version 2.1.3, which fixes a
bug that screwed up triangle fans and strips.
Moved the texture normalization stage to savagerender.c.
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the DRM would reclaim DMA buffers, but if one process creates and
destroys many contexts it can still run out of DMA buffers.
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to support PCI Savages on the Mesa side. Bumped driver date.
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Fixed: Use savageEmitChangedRegs instead of savageEmitContiguousRegs for
emitting Savage4.
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hardware. By also reversing the depth range this can compensate the loss
of accuracy of far objects caused by the projective transformation.
Software fallbacks work but are slightly slower since floats in a custom
(non IEEE) format have to be encoded and decoded. I havn't done anything
about polygon offsets yet. There doesn't seem to be an easy way do get
it right except making the offset unit as big as the lowest resolution
of depth values. For now float depth is disabled by default but can be
enabled through driconf (though I have seen only positive effects so
far).
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driver. It uses the new DRM version 2.0.x now, which has just been
committed to DRM CVS.
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SAVAGE_DEBUG. Added fallback debugs. Added no_rast option to disable
hardware rasterization (everything as software fallback).
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workaround for bad Savage hardware interpolation of big texture
coordinates.
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supported so far.
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belongs. Removed some obviously useless code. Fixed computation of
MaxTextureLevels.
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Now, the driver's Viewport routine should call _mesa_ResizeBuffersMESA()
if necessary.
Cleaned up code related to GLframebuffer width/height initialization.
Set initial viewport/scissor params in _mesa_make_current2(), instead of
in the drivers' MakeCurrent functions.
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in the Mesa tree.
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> of levels, including 0.
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texture heaps into account.
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Only available with Xlib driver for now.
Assorted clean-ups related to Draw/ReadBuffer().
Renamed FRONT_LEFT_BIT -> DD_FRONT_LEFT_BIT, etc.
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- make sure that vertex setup is initialized
- Savage seems to need the W coordinate for smooth shading
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which registers changed in all the functions that change the state. Instead
check which registers changed in the end when the hardware state is updated.
Tried to avoid cosmetic (whitespace) changes in this commit.
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with modifications to make it work with current Mesa 6.
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