From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 106053] Drawing at screen boundary is very slow.
Date: Tue, 17 Apr 2018 01:22:27 +0000
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Date: Tue, 17 Apr 2018 01:22:27 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=3D106053
--- Comment #5 from Roland Scheidegger ---
(In reply to Marek Ol=C5=A1=C3=A1k from comment #4)
> I think the hw doesn't have a clipper, though it shouldn't be hard to ver=
ify
> if it's true. Yeah, draw could use some optimizations for the clipper, e.=
g.
> the guardband, but simply doing culling (not clipping) should be enough f=
or
> point sprites.
That's what I meant with guardband clipping: there's no actual clipping, but
the hw will still cull pixels outside the viewport. Hence it probably would=
be
better if draw wouldn't clip if a primitive doesn't fit into the viewport, =
but
fits into the (hw) guardband. (And you are right that point sprites are a b=
it
of a special case.)
--=20
You are receiving this mail because:
You are the assignee for the bug.=
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Date: Tue, 17 Apr 2018 01:22:27 +0000
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X-Bugzilla-URL: http://bugs.freedesktop.org/
Auto-Submitted: auto-generated
Commen=
t # 5
on bug 10605=
3
from Roland Scheidegger
(In reply to Marek Ol=C5=A1=C3=A1k from comment #4)
> I think the hw doesn't have a clipper, though it=
shouldn't be hard to verify
> if it's true. Yeah, draw could use some optimizations for the clipper,=
e.g.
> the guardband, but simply doing culling (not clipping) should be enoug=
h for
> point sprites.
That's what I meant with guardband clipping: there's no actual clipping, but
the hw will still cull pixels outside the viewport. Hence it probably would=
be
better if draw wouldn't clip if a primitive doesn't fit into the viewport, =
but
fits into the (hw) guardband. (And you are right that point sprites are a b=
it
of a special case.)
You are receiving this mail because:
- You are the assignee for the bug.
=
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