Re: GLX in bad state
Nadav Frum <[email protected]>
| Newsgroups | gmane.comp.emulators.winex.devel |
|---|---|
| Message-ID | <Pine.LNX.4.44_heb2.10.0404051736420.24862-100000@localhost.localdomain> |
Are you going to include my patch in the CVS or is it a Transgaming policy decision to keep the C4 Benchmark broken? (Which means no pixel shaders.) Do you invite outsiders to provide patches and accept them only so long as they do not expose inadequacies in WineX or your knowledge base? On Mon, 5 Apr 2004, Ove Kaaven wrote: > man, 05.04.2004 kl. 15.06 skrev Nadav Frum: > > Here is an excerpt from the ARB_render_texture Spec Overview: > > > > This extension may provide a performance boost and reduce memory > > requirements on architectures that support rendering to the same > > memory where textures reside and in the same memory format and layout > > required by texturing. The functionality is similar to CopyTexImage1D > > and CopyTexImage2D. However, some changes were made to make it easier > > to avoid copying data: > > > > (Interpretation: Same memory format and layout.) > > And when that's not the case, the extension may not provide the > performance boost, but it may still reduce memory requirements, which > can still be useful. And OpenGL has always been an API where > functionality and device independence is more important than > performance, so I wouldn't be surprised if this extension was designed > to function everywhere, even on hardware where there would be no gain > whatsoever, just so it would be possible to make it a standard OpenGL > feature in the future. "functionality and device independence is more important than performance" - Wow! Is this your motto? > > >From the Implementation Notes: > > > > 1. In order to prevent releases of a pbuffer from the texture object > > and to deal with implicit release followed by an explicit release, > > the GL implementation can keep a reference to any texture pbuffer > > in the texture object. When the pbuffer is released, this handle > > is set to NULL. Subsequent requests for releasing the texture > > pbuffer are ignored. > > > > You create a texture by temporarily binding a pbuffer.The texture > > image does not persist after you release the pbuffer. > > But the depth/stencil buffer does, which is what I said, and which you > have still said nothing whatsoever to disprove. Disprove what? > So please get with the program and stop shooting at strawmen. Benchmarks are notorious for making hardware vendors crazy. Performance appears important to TG. I will accept this little bit of craziness with understanding (as long as you accept my patch). Nadav Frum ----------