On 2002.05.18 10:33 Leif Delgass wrote: > 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. :)
Great! I've fired the scripts to make a mach64 snapshot so a new one should appear within the next hour or so. > 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. Agreed. > > 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... > I'm getting completely depressed because my work is giving me quite some headaches and I'm eagger to play with mach64 but I can't since the deadline is closing down... Regards, José Fonseca _______________________________________________________________ Hundreds of nodes, one monster rendering program. Now that's a super model! Visit http://clustering.foundries.sf.net/ _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel