On Fri, 2009-10-23 at 11:17 -0400, Alex Deucher wrote:
> On Fri, Oct 23, 2009 at 2:37 AM, Maciej Cencora <m.cenc...@gmail.com> wrote:
> > 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.
> 
> Shouldn't be too hard to implement using the 3D engine.  We could
> write a generic radeon_blit.c modules and then add asic specific
> functions to the vtbl to actually do the blit.  The 3D engine will
> also get better memory throughput on newer chips than the 2D engine,
> so that's another advantage.
> 
> Alex

Does this actually fix our problem in Gallium though? surface_copy is
supposed to be able to blit any area to any area. There's no format
change involved and thus it expects that we will copy any amount of data
in any format. Sure we can implement a blitter using the 3D engine that
just copies a texture, but what about the cases where we get a texture
format the 3D engine doesn't recognize?


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