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--- Additional Comments From [EMAIL PROTECTED] 2006-01-09 19:15 ---
For
Roland Scheidegger wrote:
Keith Whitwell wrote:
Right now, I'm primarily concerned with unified memory chipsets, like
i915 and via. This memory manager would be suitable for managing the
AGP memory on non-unified chipsets, but a different implementation
would be needed for the on-card video
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--- Additional Comments From [EMAIL PROTECTED] 2006-01-10 01:13 ---
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--- Additional Comments From [EMAIL PROTECTED] 2006-01-10 02:52 ---
(In
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--- Additional Comments From [EMAIL PROTECTED] 2006-01-10 02:58 ---
I've
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--- Additional Comments From [EMAIL PROTECTED] 2006-01-10 03:25 ---
On Thu, 2006-01-05 at 06:11 -0500, Adam K Kirchhoff wrote:
Anish Mistry wrote:
On Wednesday 04 January 2006 10:05 pm, khaqq wrote:
On Thu, 5 Jan 2006 04:51:31 +
Aapo Tahkola [EMAIL PROTECTED] wrote:
On Wed, 04 Jan 2006 21:07:41 -0400
Jon [EMAIL PROTECTED] wrote:
On Sun, 08 Jan 2006 14:31:02 +0100
Rune Petersen [EMAIL PROTECTED] wrote:
Aapo Tahkola wrote:
Alright. Have you been able to reproduce this with any other app?
Perhaps if it hits in menus it might be able to track it down but I
wouldnt try it otherwise.
Also, does it lock always at the same
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Keith Whitwell wrote:
To clarify, a naive (unoptimized) usage pattern would be:
LOCK_HARDWARE()
bboffset = ValidateBuffer( i915-backbuffer )
vboffset = ValidateBuffer( i915-vertex_buffer )
tex0offset = ValidateBuffer(
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Benjamin Herrenschmidt wrote:
- Caching issues. On a lot of chipsets, AGP memory must be mapped
non-cacheable. This isn't trivial on all architectures and it's not
always feasible to do with userland buffers. That means that either the
cache must
Ian Romanick wrote:
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Keith Whitwell wrote:
To clarify, a naive (unoptimized) usage pattern would be:
LOCK_HARDWARE()
bboffset = ValidateBuffer( i915-backbuffer )
vboffset = ValidateBuffer( i915-vertex_buffer )
tex0offset =
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--- Additional Comments From [EMAIL PROTECTED] 2006-01-10 05:41 ---
(In
Hi,
While I was studying OpenGL with Mesa, I got a problem concerning
glAreTexturesReside().
First, please skim the following small glut program, whose original
purpose is to illustrate how to do texture prioritization with
OpenGL API, though the prioritization is not the issue of this
note.
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--- Additional Comments From [EMAIL PROTECTED] 2006-01-10 07:48 ---
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--- Additional Comments From [EMAIL PROTECTED] 2006-01-10 08:21 ---
That
There must be some way to deal with all this sanely on PPC. Apple has a
number of OpenGL extensions for making user memory directly accessable
to the graphics engine. Perhaps their specs can provide some clues as
to how they do it?
Hi,
CVS build is broken, because debug_vp() was removed.
Solutions:
Replace the last call to debug, or recommit debug_vp().
Rune Petersen
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