On Mon, 2004-05-24 at 01:04, Mike Mestnik wrote:
> --- Michel Dnzer <[EMAIL PROTECTED]> wrote:
> > The 3D driver already handles several cliprects for when a window is
> > partially obscured, SHAPE windows, ... That would just need to be
> > extended to multiplex the cliprects on boundaries of multiples of 2048.
> >
> I don't think we should even need togo as far as making these cliprects
> 'extended to multiplex' or in any other way make them special. It would
> merley be a scratch pad for us to keep track of where the vewport starts
> and ends. Is it sane for us to y2k the cliprects? What about
> datanormilisation and inconsistancys. I.E. what do we do with a cliprect
> that crosses the line?
Multiplex it, i.e. split it into two, one for each 2048 area.
> It may be slightly more overhead but I don't see why we shoulden't just
> calculate where the line is when we need to?
Doesn't work:
* In particular if the window is larger than 2048.
* The 3D engine imposes alignment requirements on the target
buffer (1024 bytes or even a multiple thereof IIRC), you can't
move it on a pixel basis.
--
Earthling Michel DÃnzer | Debian (powerpc), X and DRI developer
Libre software enthusiast | http://svcs.affero.net/rm.php?r=daenzer
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