W liście z wto, 30-09-2003, godz. 20:35, Alan Hourihane pisze: 
> On Tue, Sep 30, 2003 at 07:54:00PM +0200, Jacek Rosik wrote:
> > W liście z wto, 30-09-2003, godz. 19:29, Alan Hourihane pisze: 
> > > On Tue, Sep 30, 2003 at 07:21:14PM +0200, Jacek Rosik wrote:
> > > > W liście z wto, 30-09-2003, godz. 18:52, Alan Hourihane pisze: 
> > > > > In radeon_dri.c in the TransitionTo2d/3d there's some offscreen memory
> > > > > allocation going on for info->backArea and info->depthTexArea.
> > > > > 
> > > > > The trouble is - I can't see anywhere where these allocations are actually
> > > > > used.
> > > > > 
> > > > > Are these leftovers ??
> > > > > 
> > > > > Alan.
> > > > Hi
> > > > 
> > > > These are used used by 3D driver back depth/stencil buffers and texture
> > > > memory. This memory is reserved so it wont get overwritten by 2D driver.
> > > > It is used by means of RADEONInfoRec::frontOffset,
> > > > RADEONInfoRec::backOffset etc... It can be freed if no 3D is active.
> > >  
> > > Not from what I can see. The allocation of back, depth/stencil is done
> > > in radeon_driver.c before passing what's left onto the FBManager. These
> > > areas are pointed to by info->backOffset, info->depthOffset and 
> > > info->textureOffset.
> > 
> > These offsets are only calculated. Only front buffer area is allocated,
> > rest is left to be allocated only on demand. Memory manager is
> > initialised  to maximum possible memory then area for framebuffer is
> > reserved. Lines necessary for other buffers is only calculated.
> > 
> > 
> > (II) RADEON(0): Memory manager initialized to (0,0) (1152,8191)
> > (II) RADEON(0): Reserved area from (0,864) to (1152,866)
> > (II) RADEON(0): Largest offscreen area available: 1152 x 7325
> > 
> > > I don't see what purpose info->backArea and info->depthTexArea have.
> > 
> > Believe me, recently I had quite a few chances to see contents of these
> > areas and normally they are used by 2D apps (mainly XMMS ;)). So if we
> > wont reserve them screen corruption may occur.
>  
> No they're not. The memory IS allocated because the FBManager is never
> given it. This is what happens. The front buffer is allocated at the
> top of video memory. Then some texture memory is grabbed at the bottom
> of video memory depending on the amount of video ram available. Next,
> we grab a chunk for the depth buffer and finally for the back buffer.
> 
> Then if there's more than 8191 scanlines still available we pass a
> maximum of 8191 off to the FBManager to manage for us. This is what's
> used by Xv.
> 
> > > > BTW: As I'am working on stereo now I need to  allocate additional
> > > > buffers for left eye buffers. Currently I allocate them whenever
> > > > TransitionTo3D is called, but I think it would be quite useful if I
> > > > would add TransitionToStereo/Mono functions and allocate/free them then.
> > > > I looked at DRICreatedrawable code but I have no clue how to check
> > > > whether drawable is stereo (if it does make sense). I think I can do it
> > > > by checking Visual, but no clue how to get it. Can someone give me some
> > > > clues. 
> > > 
> > > Look in the CreateContext routines to see how to check visuals.
> > > 
> > > Alan.
> > THX
> > 
> > Another question: Is there any reason why memory manager is initialised
> > to pScrn->displayWidth width? Can it be allocated to
> > pScrn->displayWidth*2? I know it must fit 8192x8192 area for radon.
> 
> Is there some requirement that you have to have both stereo buffers
> next to each other and increase the displayWidth ??
> 
> You'd screw up the accelerator normally by doing this, but I don't know
> what the requirements are for stereo.
> 
> Alan.
No, there is no such requirement. I was just asking whether I'll screw
up  something if I change it ;), Thanks.

-- 
Jacek Rosik <[EMAIL PROTECTED]>



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