According to KMail this went out as replay to all. Strange. Am Donnerstag, 24. Januar 2013 schrieb Martin Steigerwald: > Am Sonntag, 20. Januar 2013 schrieb Paul Berry: > > > --- > > > > > > src/mesa/drivers/dri/i965/brw_blorp_blit.cpp | 106 > > > > > > +++++++++++++++++++++++++++ > > > > > > src/mesa/drivers/dri/i965/brw_context.h | 8 ++ > > > src/mesa/drivers/dri/intel/intel_tex_copy.c | 32 ++++++-- > > > 3 files changed, 138 insertions(+), 8 deletions(-) > > > > > > Paul, > > > > > > I'd appreciate your feedback on this patch. It's my first time > > > really working with BLORP, so I'm bound to have screwed up > > > something. :) > > > > > > I'm not sure about the HiZ and downsample resolves (hence the //'d > > > out lines). > > > > Your interaction with blorp looks good. But I think there are some > > bugs in the resolves. My rules of thumb for depth/HiZ resolves are: > > > > - Resolves take care of the mismatch in access patterns between > > HiZ-aware components (i.e. the depth buffer bound to the rendering > > pipeline) and non-HiZ-aware components (texture units, blorp, and > > swrast). After writing data using a HiZ-aware component and reading > > it using a non-HiZ-aware component, you need to do a depth resolve. > > After writing data using a non-HiZ-aware component and reading it > > using a HiZ-aware component, you need to do a HiZ resolve. For this > > determination, writing to a portion of the buffer (but not all of it) > > counts as both a write and a read. > > > > - We do resolves at the last possible minute, so the way this is > > actually accomplished is to call > > intel_{miptree_slice,renderbuffer}_resolve_{depth,hiz} before > > reading/writing a buffer and > > intel_{miptree_slice,renderbuffer}_set_needs_{depth,hiz}_resolve after > > writing to a buffer. The latter calls simply flag a future resolve as > > being necessary; the former calls do the resolve only if it was > > previously flagged. > > > > I'll comment below on the specific changes I think are necessary. > > I am currently testing this patch and I am the reporter of the spell > effects slowness in Planeshift [1]. > > Can this lead to refresh issues like floating around triagnles on ground > or so? Funnily I think I didnĀ“t have these while SNA was enabled, but > with SNA enabled I had some other wierd issues like high CPU usage for > X.org. > > Well I also put it the driver I compiled with mesa git master from fdo > into a 9.0.1 debian package built. Maybe I have to use all of git master > of mesa? > > Anyway for spell effect speed this patch is a *huge* improvement. > > [1] https://bugs.freedesktop.org/show_bug.cgi?id=59086 > > Thanks,
-- Martin 'Helios' Steigerwald - http://www.Lichtvoll.de GPG: 03B0 0D6C 0040 0710 4AFA B82F 991B EAAC A599 84C7 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev