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authorFelix Kuehling <[email protected]>2005-02-04 00:25:41 +0000
committerFelix Kuehling <[email protected]>2005-02-04 00:25:41 +0000
commit19064f818a4a5124fe52de1cee79e84372da172b (patch)
tree236a9ea38cff42cfa19eccd1c1e2c1f1effe8f30 /src/mesa/drivers/dri/savage
parentcbff5db516f58304fbc24ae2c4653f426ef68947 (diff)
Added an option texture_heaps that allows selecting which texture heaps
will be used. Implemented this option in the Savage driver. On my ProSavageDDR uploads to AGP memory are about 1.5 times as fast as uploads to card memory. On non-IGP hardware the difference may be even bigger. Now mplayer -gl is getting really usable.
Diffstat (limited to 'src/mesa/drivers/dri/savage')
-rw-r--r--src/mesa/drivers/dri/savage/savage_xmesa.c20
1 files changed, 18 insertions, 2 deletions
diff --git a/src/mesa/drivers/dri/savage/savage_xmesa.c b/src/mesa/drivers/dri/savage/savage_xmesa.c
index 1ce8a4b88fd..9abb5584714 100644
--- a/src/mesa/drivers/dri/savage/savage_xmesa.c
+++ b/src/mesa/drivers/dri/savage/savage_xmesa.c
@@ -83,12 +83,13 @@ DRI_CONF_BEGIN
DRI_CONF_MAX_TEXTURE_UNITS(2,1,2)
SAVAGE_ENABLE_VDMA(true)
SAVAGE_ENABLE_FASTPATH(true)
+ DRI_CONF_TEXTURE_HEAPS(DRI_CONF_TEXTURE_HEAPS_ALL)
DRI_CONF_SECTION_END
DRI_CONF_SECTION_DEBUG
DRI_CONF_NO_RAST(false)
DRI_CONF_SECTION_END
DRI_CONF_END;
-static const GLuint __driNConfigOptions = 7;
+static const GLuint __driNConfigOptions = 8;
#ifdef USE_NEW_INTERFACE
static PFNGLXCREATECONTEXTMODES create_context_modes = NULL;
@@ -295,6 +296,7 @@ savageCreateContext( const __GLcontextModes *mesaVis,
savageScreenPrivate *savageScreen = (savageScreenPrivate *)sPriv->private;
drm_savage_sarea_t *saPriv=(drm_savage_sarea_t *)(((char*)sPriv->pSAREA)+
savageScreen->sarea_priv_offset);
+ int textureSize[SAVAGE_NR_TEX_HEAPS];
int i;
imesa = (savageContextPtr)Xcalloc(sizeof(savageContext), 1);
if (!imesa) {
@@ -367,11 +369,25 @@ savageCreateContext( const __GLcontextModes *mesaVis,
(void) memset( imesa->textureHeaps, 0, sizeof( imesa->textureHeaps ) );
make_empty_list( & imesa->swapped );
+ textureSize[SAVAGE_CARD_HEAP] = savageScreen->textureSize[SAVAGE_CARD_HEAP];
+ textureSize[SAVAGE_AGP_HEAP] = savageScreen->textureSize[SAVAGE_AGP_HEAP];
imesa->lastTexHeap = savageScreen->texVirtual[SAVAGE_AGP_HEAP] ? 2 : 1;
+ switch(driQueryOptioni (&imesa->optionCache, "texture_heaps")) {
+ case DRI_CONF_TEXTURE_HEAPS_CARD: /* only use card memory, if available */
+ if (textureSize[SAVAGE_CARD_HEAP])
+ imesa->lastTexHeap = 1;
+ break;
+ case DRI_CONF_TEXTURE_HEAPS_GART: /* only use gart memory, if available */
+ if (imesa->lastTexHeap == 2 && textureSize[SAVAGE_AGP_HEAP])
+ textureSize[SAVAGE_CARD_HEAP] = 0;
+ break;
+ /*default: Nothing to do, use all available memory. */
+ }
+
for (i = 0; i < imesa->lastTexHeap; i++) {
imesa->textureHeaps[i] = driCreateTextureHeap(
i, imesa,
- savageScreen->textureSize[i],
+ textureSize[i],
11, /* 2^11 = 2k alignment */
SAVAGE_NR_TEX_REGIONS,
(drmTextureRegionPtr)imesa->sarea->texList[i],