OK, I finally committed my changes thus far as a checkpoint.  I'm reading
BM_GUI_TABLE in the dispatch routine to see when we hit the hardware
pointer and wait once we reach it.  So the dispatch is treating the
descriptor table as a ring, and it helps.  There's still lots of places to
optimize and probably a fair amount of cruft and bugs lurking, but I
wanted to get this into cvs while things are working.  :)  One of the main
problems is context switches with the X server.  Right now I have a wait
for idle followed by saving the pattern registers (used for buffer aging)
in EnterServer (atidri.c).  I'm only restoring the registers if the X
server changes them, but the engine must be idle before they can be
stored.  We really need to figure out how to do this better, because
things slow down whenever you move the mouse now.  This might be a good
time to look into getting sync working with 2D accel as well, since we'll 
need to verify that the solution will work with XAA.

AGP texturing is working, but the algorithm needs work.  The trick is that 
for multitexturing, both textures need to be in either card local or AGP 
memory.

I can go into more detail about these changes at Monday's meeting, but 
I'll be away for a couple of days and I wanted to get this checked in and 
post a quick message for now...

-- 
Leif Delgass 
http://www.retinalburn.net


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Hundreds of nodes, one monster rendering program.
Now that's a super model! Visit http://clustering.foundries.sf.net/

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