We're now using a secondary (high priority) ring buffer for hardware
overlay - this will improve the overlay performance when the engine is under load (the acceleration engine will use the primary lower priority ring buffer). git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@17411 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@@ -167,6 +167,7 @@ intel_extreme_init(intel_info &info)
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// reserve ring buffer memory (currently, this memory is placed in
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// the graphics memory), but this could bring us problems with
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// write combining...
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ring_buffer &primary = info.shared_info->primary_ring_buffer;
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if (mem_alloc(info.memory_manager, B_PAGE_SIZE, &info,
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&primary.handle, &primary.offset) == B_OK) {
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@@ -175,6 +176,14 @@ intel_extreme_init(intel_info &info)
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primary.base = info.graphics_memory + primary.offset;
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}
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ring_buffer &secondary = info.shared_info->secondary_ring_buffer;
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if (mem_alloc(info.memory_manager, B_PAGE_SIZE, &info,
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&secondary.handle, &secondary.offset) == B_OK) {
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secondary.register_base = INTEL_SECONDARY_RING_BUFFER_0;
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secondary.size = B_PAGE_SIZE;
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secondary.base = info.graphics_memory + secondary.offset;
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}
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// no errors, so keep mappings
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graphicsMapper.Keep();
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mmioMapper.Keep();
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