On Thu, 23 Jun 2011 19:08:51 -0600, Brian Paul <bri...@vmware.com> wrote: > > I'd like to overhaul the part of Mesa related to texture memory > reading/writing.
OK, I'm taking a look at map-texture-image-v4. I like what I'm seeing overall, I just want to be sure that this isn't something that gets squash-merged. There's going to be breakage, and I want to be able to bisect into it. In the metaops code, please use glBufferData instead of glBufferSubData. If you BufferSubData, I have to block on the GPU if it was using that buffer already. In the comments for void (*MapTextureImage), please note what the units of rowStride are. I see that's present in swrast later, but I think the mtypes.h and dd.h files are used for reference a lot (I do, certainly). c029312ad62039904818a8b1765c6bcdf50044df is huge, and it doesn't even build. Ouch. I think there's some room for splitting some of this up so that we can get a nice series. 2025416f5090ee776a5c3291201f003e7c090718 -- if we're going to have asserts that the array got initialized in the right order, I think I'd rather see the array initialized by hand in an init function so that we don't even need them (assuming tha the reason for this is that you're still supporting compilers that don't do array[] = { [ELEMENT] = value, }).
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