Re: Tilesort generates needed network traffic?
"James Supancic" <[email protected]>
| Newsgroups | gmane.comp.graphics.chromium.user |
|---|---|
| Message-ID | <[email protected]> |
>Why do you say that? Line 87 of tilesortspu_swap.c is a call to
>crPackSwapBuffers().
Opps, I was mis-reading my debuger ouptut.
I am also a bit confused about this. tilesortspu_SwapBuffer calls this
function:
void PACK_APIENTRY crPackSwapBuffers( GLint window, GLint flags )
{
GET_PACKER_CONTEXT(pc);
unsigned char *data_ptr;
(void) pc;
GET_BUFFERED_POINTER( pc, 16 );
WRITE_DATA( 0, GLint, 16 );
WRITE_DATA( 4, GLenum, CR_SWAPBUFFERS_EXTEND_OPCODE );
WRITE_DATA( 8, GLint, window );
WRITE_DATA( 12, GLint, flags );
WRITE_OPCODE( pc, CR_EXTEND_OPCODE );
}
to put the SwapBuffers command into the buffer, and it eventually invokes
tilesortspuSendServerBufferThread once per server to send the buffers?
In the tilesortspuSendServerBufferThread function it looks as if each server
has its own buffer, but crPackSwapBuffers looks like it is just writting to
one buffer? Am I missing something? Does crPackSwapBuffers get called more
than once? Is it somehow packing multiple buffers? Is there a global buffer
that is somehow combined with server specific buffers at time of send?
Thank you for your time,
James Steven Supancic III
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