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authorTom Stellard <[email protected]>2012-07-11 16:18:22 +0000
committerTom Stellard <[email protected]>2012-07-11 17:53:54 +0000
commitc0f7fe7b79afa9b95b1af56dce9eb881575b1cde (patch)
tree71475b2848b2bc731b45cc4154f6c6e5a9f98941 /include/GL
parent49ae102ee346d4be6a61ebdaba6e5d5ad8469407 (diff)
r600g/compute: Disable growing the memory pool
The code for growing the memory pool (which is used for storing all of the global buffers) wasn't working. There seem to be two separate issues with the memory pool code. The first was the way it was growing the pool. When the memory pool needed more space, it would: 1. Copy the data from the memory pool's backing texture to system memory. 2. Delete the memory pool's texture 3. Create a bigger backing texture for the memory pool. 4. Copy the data from system memory into the bigger texture. The copy operations didn't seem to be working, and I suspect that since they were using fragment shaders to do the copy, that there might have been a problem with the mixing of compute and 3D state. The other issue is that the size of 1D textures is limited, and I was having trouble getting 2D textures to work. I think these problems will be easier to solve once more code is shared between 3D and compute, which is why I decided to disable it for now rather than continue searching for a fix.
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