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.
This commit is contained in:
Felix Kuehling 2005-02-04 00:25:41 +00:00
parent cbff5db516
commit 19064f818a
2 changed files with 35 additions and 2 deletions

View file

@ -293,6 +293,23 @@ DRI_CONF_OPT_BEGIN_V(texture_units,int,def, # min ":" # max ) \
DRI_CONF_DESC(de,"Anzahl der Textureinheiten") \
DRI_CONF_OPT_END
#define DRI_CONF_TEXTURE_HEAPS_ALL 0
#define DRI_CONF_TEXTURE_HEAPS_CARD 1
#define DRI_CONF_TEXTURE_HEAPS_GART 2
#define DRI_CONF_TEXTURE_HEAPS(def) \
DRI_CONF_OPT_BEGIN_V(texture_heaps,enum,def,"0:2") \
DRI_CONF_DESC_BEGIN(en,"Used types of texture memory") \
DRI_CONF_ENUM(0,"All available") \
DRI_CONF_ENUM(1,"Only card memory (if available)") \
DRI_CONF_ENUM(2,"Only GART (AGP/PCIE) memory (if available)") \
DRI_CONF_DESC_END \
DRI_CONF_DESC_BEGIN(de,"Verwendete Texturspeicherarten") \
DRI_CONF_ENUM(0,"Alle verfügbaren") \
DRI_CONF_ENUM(1,"Nur Grafikspeicher (falls vorhanden)") \
DRI_CONF_ENUM(2,"Nur GART (AGP/PCIE) Speicher (falls vorhanden)") \
DRI_CONF_DESC_END \
DRI_CONF_OPT_END
/* Options for features that are not done in hardware by the driver (like GL_ARB_vertex_program
On cards where there is no documentation (r200) or on rasterization-only hardware). */
#define DRI_CONF_SECTION_SOFTWARE \

View file

@ -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],