Hi, as you may already know r300 classic driver is in pretty good shape these days, but there's one thing that causes major slowdowns in many games: lack of hardware accelerated blit operation. Currently all glCopyTex[Sub]Image operations are done through span functions which is slow as hell. We could use the hw blitter unit, but using it causes stalls because of the 2D/3D mode switch. I was wondering how this could be fixed and I got this crazy idea of porting the everything-is-texture concept from gallium to classic mesa. Actually not all of it, just the pieces that make the renderbuffers look like textures for the driver.
Brian, what do you think about this idea? Is it feasible and worth doing? Maybe you have better ideas how to resolve this issue? Regards, Maciej ------------------------------------------------------------------------------ Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev