On Sat, 2010-03-06 at 00:30 -0800, Dave Airlie wrote: > So in classic drivers we can hit swrast fallbacks for things like > ReadPixels where we know we aren't going to have to want to touch > textures at all. This would be useful for the r300 driver where Maciej > is working on texture tiling will allow us to avoid the untiling > overheads that mapping textures requires for most sw fallbacks. > > There may be other operations where we can do this also. For render to > texture scenarios the driver should still map the textures via the > FBOs anyways. > > Dave.
Looks like a reasonable idea to me. Keith ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev