Jonathan Morton wrote:
The challenge with back and depth buffers is being able to allocate
additional space on the fly (when a window is resized for example). We
chose a static allocation method over shutting down the application
after it's already been running. If a good mechanism can be
OK, now for the bad news: the driver currently allocates only 128
scanlines for the XAA pixmap cache and offscreen pixmaps. This is what
the calculations for the size of the local texture area have been based
on. To get good 2D performance, we should probably allocate a full
On 2002.06.13 05:18 Leif Delgass wrote:
Well, I had a Eureka! moment and figured out the problem with 2D accel,
which was also the cause of the signal 11 on server shutdown. Hidden
in
atiaccel.c there is a second initialization of the framebuffer manager
that was causing XAA to use the
Leif Delgass wrote:
I got 2D accel working. VT and mode switches
also work now without locking up.
Good catch, Leif.
[...]
OK, now for the bad news: the driver currently allocates only 128
scanlines for the XAA pixmap cache and offscreen pixmaps. This is what
the calculations for the
Hello!
That's great news, Leif!
I used to test the Mach64-branch on my Sony Vaio which has a 8 MB ATI
Rage Mobility. The mach64-0-0-3 branch worked fine for me and I was
really happy because I got a frame rate of about 25-30 in UT and Q3.
I had a lot of work to do for my diploma thesis
On 2002.06.13 08:05 Michael Thaler wrote:
...
I had a lot of work to do for my diploma thesis lately, so I did not
test the mach64-0-0-4 branch. But waht I read on the list lately
sounds promising. Is the mach64-0-0-4 branch in a useable state now so
that is worthwhile for a pure user to
The challenge with back and depth buffers is being able to allocate
additional space on the fly (when a window is resized for example). We
chose a static allocation method over shutting down the application
after it's already been running. If a good mechanism can be devised for
addressing that
Well, I had a Eureka! moment and figured out the problem with 2D accel,
which was also the cause of the signal 11 on server shutdown. Hidden in
atiaccel.c there is a second initialization of the framebuffer manager
that was causing XAA to use the entire offscreen area (including our back,
depth