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 ------------------------------------------------------- SF email is sponsored by - The IT Product Guide Read honest & candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://productguide.itmanagersjournal.com/ -- _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel