[PATCH 1/3] Move miTrapezoids() into fb as fbTrapezoids().
Michel Dänzer
michel at daenzer.net
Wed Oct 5 01:32:34 PDT 2011
On Die, 2011-10-04 at 15:52 -0700, Aaron Plattner wrote:
> This caused a performance regression because previously, miTrapezoids
> would render its mask image into a scratch pixmap and then perform the
> final composite using a possibly-accelerated RENDER Composite call.
> Now, fbTrapezoids does the final composite in software, leading to, for
> example, http://www.nvnews.net/vbulletin/showthread.php?t=166698
>
> Of course, I could simply copy the old miTrapezoids implementation into
> our driver, but it seems hard to believe that our driver is the only one
> that benefited from the "rasterize in software, composite in hardware"
> behavior of the old code. Should I re-add miTrapezoids as a helper that
> drivers can plug in when they want the old behavior, just revert this
> change, or go the "only nvidia gets to go fast" copy & paste route?
FWIW, EXA already had a copy of miTrapezoids before this change to avoid
GPU<->CPU ping-pong (GPU clear, CPU rasterization, GPU composition).
--
Earthling Michel Dänzer | http://www.amd.com
Libre software enthusiast | Debian, X and DRI developer
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