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  1. Dec 01, 2000
    • Gareth Hughes's avatar
      - Fixed polygon stipple. Was still using SubmitPackets... · 79502951
      Gareth Hughes authored
      - 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.
      2 tags
      79502951
  2. Nov 30, 2000
    • Gareth Hughes's avatar
      - Revert texture LRU changes back to 4.0.1 code for now. · aa1a793f
      Gareth Hughes authored
      - Fix GL_BLEND implementation, correctly fall back to software rendering
          when required.
      - Depth buffer tiling for up to 60% performance boost. Need to fix depth
          span functions as a result.
      - Fixed scissor. Again. I mean it this time...
      aa1a793f
  3. Nov 28, 2000
    • Gareth Hughes's avatar
      - Fix long-standing scissor bug. · 1f86294f
      Gareth Hughes authored
      - Fix texture uploads. Now request/upload a single buffer at a time,
          improves available space sharing with other contexts (rather than
          grabbing most of it for a single texture upload). Really need larger
          buffers for better efficiency, this is coming...
      - Fix glean makeCurrent failure.
      Need to track down some strangeness in the texture LRU mechanism seen with
          Q3 High Quality, but apart from that we're looking in good shape to
          merge with the trunk.
      1f86294f
  4. Nov 27, 2000
  5. Nov 26, 2000
  6. Nov 21, 2000
  7. Nov 15, 2000
  8. Nov 05, 2000
    • Gareth Hughes's avatar
      Greatly improve interactivity with MMIO-based 2D acceleration by only · 81f4398e
      Gareth Hughes authored
          turning CCE off when the X server actually has to do some 2D rendering.
          We test if the CCE is running at the start of each accel routine, and
          if so we shut it down. If we've shut it down, we start it up again in
          LeaveServer(). An extra if statement in the accel routines is worth it,
          IMNSHO.
      Updates to the elt path code. Allow indirect buffer firing to specify start
          and end parameters for buffer reuse. DRM ioctls and wrappers adjusted
          accordingly. Still disabled by default.
      81f4398e
  9. Oct 27, 2000
  10. Oct 20, 2000
  11. Oct 16, 2000
  12. Oct 15, 2000
  13. Oct 11, 2000
  14. Oct 10, 2000
  15. Oct 09, 2000
  16. Sep 19, 2000
  17. Sep 10, 2000
  18. Aug 27, 2000
  19. Aug 22, 2000
  20. Aug 18, 2000
  21. Aug 17, 2000
  22. Aug 16, 2000
  23. Aug 08, 2000
  24. Aug 07, 2000
  25. Aug 04, 2000
  26. Jul 22, 2000
  27. Jul 21, 2000
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