Am Samstag, 4. Dezember 2004 00:47 schrieb Roland Scheidegger:
> Here's the new patch version (finally...).

Works so far on r200 here, too;-)

> - when only stencil (or only z) buffer is cleared in a visual which
> supports stencil and z, now a proper fallback clear is used (still with
> z-buffer compression, but not with fast z-clear - I believe this is a
> hardware limitation, or if it isn't a hardware limitation I don't know
> how to do it...). The algorithm which decides if a fallback clear is
> requried isn't very sophisticated though, so if an app uses a visual
> with stencil but never uses the stencil it will always use fallback
> clears. You can see that with QuakeIII, if you do r_stencilbits 8 but
> leave cg_shadows at 1, quake3 will never write to stencil nor clear it,
> which causes clear fallbacks.

I'm running with both and your fix [Bug 2010] but can't see any problems with 
q3a.

> The code required to avoid fallbacks in 
> such cases wouldn't be that complicated, but kludgy (it would not only
> be necessary to remember if stencil has been written or not, but also
> the last the last clear values had to be remembered and such). The
> fallback clears fix DoomIII and NWN errors.

True for DoomIII, but who can switch the lights ON, finally...? ;-)

> The bad:
> - stencil and z readback is hosed. I've looked at all those surface cntl
> registers briefly, and I can say with confidence I have no clue how to
> make that work, if it's even possible.
> - multiple 3d apps simultaneously might cause errors.

Your older version (with my little changes) was much more 'robust' with 
multiple apps and/or 'zooming' a 3D app (e.g. with VTK).

'Zooming' a 3D VTK prog from the upper left corner into a bigger window in the 
desktop middle show missing z/buffer clearing/redraw.

Was OK before.

> Private z buffers might not help neither for that problem. It would help
> for the z buffer compression issue (each application could use it or not
> without causing problems), but fast z clear would still not work correctly.
> I've not implemented anything though with regards to multiple apps.
> glxgears and quake3 seemed to run quite happily together though (on a
> rv250).

Should I play with the clearmask, again?

[Bug 2010]  New: depth and stencil readback are broken beyond x > 1023
Fix do not show any changes. zreaddraw is corrupted even with screen redraw.

Have a look into SPECViewperf 7.1.2/8.0.1 _ugs_, too.
Depth is mostly broken there, too.

-Dieter


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