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Merging sysmem & vram

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Hi, I have a situation where I want to do a hybrid of vram image blits & sysmem image blits. The software image blits are just pixel arrays that get drawn into a big array representing the screen (framebuffer). I use this for images I'd like to do certain operations on only doable in software. Next to those images I also want to draw "normal" images from vram directly (using fixed function pipeline operations (scaling/rotation etc); because for these images it would be nice to use that gpu power otherwise doing nothing (and freeing a bit of cpu time otherwise needed for these operations). Now is there a way to mix this? As my framebuffer is blitted as one image, overlaps dont mix well with the vram images (i have to blit or the vram images, or the framebuffer first, and they will overlap in that order). But ideally i'd like to have them overlap in the way they are called, i know the order that they're called in my program, so is there a way i could set certain masks to pixels in my framebuffer or something? Thanks! Martijn

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Depends on which platform you target. On the PS3 this should be easy. The 360 has a unified memory architecture and on the PC most of the memory is hidden by the PC driver and the API. On this platform you just have to do it manually, which means the system mem blits would be slower.
Other than this I do not understand your question. The first obvious question is: what hardware platform are you targeting?

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Yeah well I was being a bit stupid, I figured what I was trying to do isn't possible; I was targetting OpenGL btw.

I wanted to copy all my sysmem images (just plain integer array's) to one PBO (the framebuffer). Obviously blitting all those sysmem images individually to vram using a PBO per sysmem image would add more overhead vs one framebuffer. But all "overlaps" between sysmem & direct vram blits are lost that way ofcourse... So I guess there's no way around doing one PBO per sysmem image.

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