http://bugs.freedesktop.org/show_bug.cgi?id=14099





--- Comment #4 from Jerome Glisse <[EMAIL PROTECTED]>  2008-01-18 07:11:04 PST 
---
(In reply to comment #2)

> If you really have private render buffers, those will be as big as needed and
> not bigger, so pitch shouldn't be above 2560 (I think this was the correct
> number?) if your rendering area (I assume this really means the size of your
> window in which 3d rendering happens) isn't larger. Blitter can copy to the
> larger real framebuffer just fine (up to 8k).
> 

If you want compiz on dual 23" screen you need a viewport bigger than 2560
(at least from 23" native resolution 1920*2=3840) so the rendering area is
bigger than 2560.

Anyway after thinking a bit to that, the work around might be easier.
Basicly you have your big private 3840*1200 render buffer (2x23" case)
then you do rendering to first 2560*1200 (set pitch to 3840) then add
add a screen translation of -2560 to rendering command and a clip above
3840 and finaly do rendering but add 2560 to render buffer offset.
This should work. It needs to be tested but i believe this should work
properly. Drawback of this solution is that it's specific to radeon
and might not work with other hw.

The common solution would be to split the viewport in tile no bigger
than hw reported limit and ask a blitter to blit to the final buffer.
This is based on the assumption that 3d max pitch < 2d max pitch which
might not be the case on all cards. Anyway we can't work around the
maximum 2d hw pitch (maximum scan out buffer pitch).

So i got mixed feeling on this, especially as working around glviewport
limit isn't enough for the biggest user i see (compiz) as you also
need to work around 2d texture size limit and working around this one
sounds really tricky.


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