Re: Initial 915 superioctl patch.

2007-10-09 Thread Dave Airlie
[updated patch attached] Hmm, yes. Although that has been bumped recently it could be changed to dynamic, though, but as Dave says, we need to impose some kind of limit to avoid DOS. Poulsbo is still using a buffer list from user-space, and there's an internal kernel array that imposes this lim

Re: Initial 915 superioctl patch.

2007-10-09 Thread Thomas Hellström
Dave Airlie wrote: >> On Monday, October 8, 2007 10:13 am Keith Whitwell wrote: >> >>> Neither 42 nor 256 are very good - the number needs to be dynamic. >>> Think about situations where an app has eg. one glyph per texture and >>> is doing font rendering... Or any reasonably complex game mig

Re: Initial 915 superioctl patch.

2007-10-08 Thread Keith Whitwell
Dave Airlie wrote: > >> On Monday, October 8, 2007 10:13 am Keith Whitwell wrote: >>> Neither 42 nor 256 are very good - the number needs to be dynamic. >>> Think about situations where an app has eg. one glyph per texture and >>> is doing font rendering... Or any reasonably complex game might us

Re: Initial 915 superioctl patch.

2007-10-08 Thread Jesse Barnes
On Monday, October 8, 2007 2:14 pm Dave Airlie wrote: > > On Monday, October 8, 2007 10:13 am Keith Whitwell wrote: > >> Neither 42 nor 256 are very good - the number needs to be dynamic. > >> Think about situations where an app has eg. one glyph per texture > >> and is doing font rendering... Or

Re: Initial 915 superioctl patch.

2007-10-08 Thread Dave Airlie
> On Monday, October 8, 2007 10:13 am Keith Whitwell wrote: >> Neither 42 nor 256 are very good - the number needs to be dynamic. >> Think about situations where an app has eg. one glyph per texture and >> is doing font rendering... Or any reasonably complex game might use >>> 256 textures in a f

Re: Initial 915 superioctl patch.

2007-10-08 Thread Jesse Barnes
On Monday, October 8, 2007 10:13 am Keith Whitwell wrote: > Neither 42 nor 256 are very good - the number needs to be dynamic. > Think about situations where an app has eg. one glyph per texture and > is doing font rendering... Or any reasonably complex game might use > >256 textures in a frame.

Re: Initial 915 superioctl patch.

2007-10-08 Thread Keith Whitwell
nal Message From: Jesse Barnes <[EMAIL PROTECTED]> To: Dave Airlie <[EMAIL PROTECTED]> Cc: dri-devel@lists.sourceforge.net Sent: Monday, October 8, 2007 6:04:42 PM Subject: Re: Initial 915 superioctl patch. I don't know if 42 is better than 256... do we have any measurements tha

Re: Initial 915 superioctl patch.

2007-10-08 Thread Jesse Barnes
On Sunday, October 7, 2007 4:26 pm Dave Airlie wrote: > > At a high level, I'm wondering if something like this could be made > > more generic... It seems like other GPUs will need similar > > relocation processing so maybe the DRM should grow some generic > > reloc processing code? Much of this

Re: Initial 915 superioctl patch.

2007-10-07 Thread Dave Airlie
> > At a high level, I'm wondering if something like this could be made more > generic... It seems like other GPUs will need similar relocation processing > so maybe the DRM should grow some generic reloc processing code? Much of > this stuff seems fairly generic, so maybe it wouldn't be that har

Re: Initial 915 superioctl patch.

2007-10-05 Thread Jesse Barnes
On Thursday, October 4, 2007 8:55 pm Dave Airlie wrote: > Overall, looks nice. At a high level, I'm wondering if something like this could be made more generic... It seems like other GPUs will need similar relocation processing so maybe the DRM should grow some generic reloc processing code? Mu

Initial 915 superioctl patch.

2007-10-04 Thread Dave Airlie
Okay this is my first public efforts at the i915 driver superioctl. Please review and give out about anything I missed, I'm sure the error handling needs "some work". But I thought I'd get it out there.. I have a Mesa side to this in my personal mesa tree (i915-superioctl branch) but I just