- Fixed polygon stipple. Was still using SubmitPackets...
- Implemented HW-assisted depth span functions. All access to the depth buffer is done via the engine, so we don't have to worry about the differences between linear and tiled memory. - Implemented significantly more 3D-friendly static partitioning of offscreen memory. 2D still gets enough pixmap cache to be performant. For example, 800x600@16bpp texture memory goes from ~3mb to 11.5mb on a 16mb card.
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- linux-core/r128_drv.c 5 additions, 3 deletionslinux-core/r128_drv.c
- linux/drm.h 3 additions, 1 deletionlinux/drm.h
- linux/r128_cce.c 3 additions, 6 deletionslinux/r128_cce.c
- linux/r128_drm.h 20 additions, 4 deletionslinux/r128_drm.h
- linux/r128_drv.c 5 additions, 3 deletionslinux/r128_drv.c
- linux/r128_drv.h 10 additions, 9 deletionslinux/r128_drv.h
- linux/r128_state.c 478 additions, 22 deletionslinux/r128_state.c
- shared-core/drm.h 3 additions, 1 deletionshared-core/drm.h
- shared/drm.h 3 additions, 1 deletionshared/drm.h
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