0b3bebbaacf42ae07f712b5693f7b00fad3ff35e
The BLT engine has many limitations. Currently, it can only blit
X-tiled buffers (since we don't have a kernel API to whack the BLT
tiling mode register), which means all depth/stencil operations get
punted to meta code, which can be very CPU-intensive.
Even if we used the BLT engine, it can't blit between buffers with
different tiling modes, such as an X-tiled non-MSAA ARGB8888 texture
and a Y-tiled CMS ARGB8888 renderbuffer. This is a fundamental
limitation, and the only way around that is to use BLORP.
Previously, BLORP only handled BlitFramebuffer. This patch adds an
additional frontend for doing CopyTexSubImage. It also makes it the
default. This is partly to increase testing and avoid hiding bugs,
and partly because the BLORP path can already handle more cases. With
trivial extensions, it should be able to handle everything the BLT can.
This helps PlaneShift massively, which tries to CopyTexSubImage2D
between depth buffers whenever a player casts a spell. Since these
are Y-tiled, we hit meta and software ReadPixels paths, eating 99% CPU
while delivering ~1 FPS. This is particularly bad in an MMO setting
because people cast spells all the time.
It also helps Xonotic in 4X MSAA mode. At default power management
settings, I measured a 6.35138% +/- 0.672548% performance boost (n=5).
(This data is from v1 of the patch.)
No Piglit regressions on Ivybridge (v3) or Sandybridge (v2).
v2: Create a fake intel_renderbuffer to wrap the destination texture
image and then reuse do_blorp_blit rather than reimplementing most
of it. Remove unnecessary clipping code and conditional rendering
check.
v3: Reuse formats_match() to centralize checks; delete temporary
renderbuffers. Reorganize the code.
v4: Actually copy stencil when dealing with separate stencil buffers but
packed depth/stencil formats. Tested by a new Piglit test.
NOTE: This is a candidate for the 9.1 branch.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com> [v4]
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> [v3]
Reviewed-and-tested-by: Carl Worth <cworth@cworth.org> [v2]
Tested-by: Martin Steigerwald <martin@lichtvoll.de> [v3]
File: docs/README.WIN32 Last updated: 23 April 2011 Quick Start ----- ----- Windows drivers are build with SCons. Makefiles or Visual Studio projects are no longer shipped or supported. Run scons osmesa mesagdi to build classic mesa Windows GDI drivers; or scons libgl-gdi to build gallium based GDI driver. This will work both with MSVS or Mingw. Windows Drivers ------- ------- At this time, only the gallium GDI driver is known to work. Source code also exists in the tree for other drivers in src/mesa/drivers/windows, but the status of this code is unknown. General ------- After building, you can copy the above DLL files to a place in your PATH such as $SystemRoot/SYSTEM32. If you don't like putting things in a system directory, place them in the same directory as the executable(s). Be careful about accidentially overwriting files of the same name in the SYSTEM32 directory. The DLL files are built so that the external entry points use the stdcall calling convention. Static LIB files are not built. The LIB files that are built with are the linker import files associated with the DLL files. The si-glu sources are used to build the GLU libs. This was done mainly to get the better tessellator code. If you have a Windows-related build problem or question, please post to the mesa-dev or mesa-users list.
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