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  • #16
    @agd5f:

    Could you include that kind of info in the release announcements in the future?
    It's usually pretty hard to find out what versions are required for what.

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    • #17
      And blitting is moving textures around on the framebuffer, or the shadow_fb.

      Having this accelerated means better performance. For example if you play a side scroller game and you have multiple sprites that all move around

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      • #18
        And stencil buffers could be used for this:

        You see these overlapping shadows in effect in Doom 3?; the stencil buffer uses the depth buffer for determing what overlaps what and then this can be used for effects like overlapping shadows.

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        • #19
          After using this for a while, I find it's a bit slower than 6.13.1.

          The performance loss isn't big enough to bother bisecting, nor do I have an automatable test case (scrolling a web page is where I noticed this).

          I have an older environment (xorg 1.7.7, 2.6.33.7, mesa 7.8.2), but it would be expected not to regress while adding support for new shinies.

          Not sure at all if this info would be useful to the devs, thus posting here. :P

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          • #20
            Originally posted by curaga View Post
            After using this for a while, I find it's a bit slower than 6.13.1.

            The performance loss isn't big enough to bother bisecting, nor do I have an automatable test case (scrolling a web page is where I noticed this).

            I have an older environment (xorg 1.7.7, 2.6.33.7, mesa 7.8.2), but it would be expected not to regress while adding support for new shinies.

            Not sure at all if this info would be useful to the devs, thus posting here. :P
            https://bugs.freedesktop.org/show_bug.cgi?id=30679

            It's probably due to Karl's changes to improve the handling of software fallbacks. Things like image view and videos in firefox are now much faster, however certain other operations seem to be slightly slower now. The basic problem is how to handle sw fallbacks properly. Sending buffers back and furth across the bus is a performance killer, so there are ways to to mitigate that depending on the type of operation (e.g., read vs write, size of pixmap, etc.), however, there are always lots of corner cases. Unfortunately, we probably need better logic in the core EXA code to properly handle all these corner cases.

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