"Mike A. Harris" wrote:
>
> I would like to know given x Mb of video RAM on a given DRI
> supported video card, how can I calculate what the maximum
> screen resolution should be?
>
> width * height * fbbpp / 8 == 2D screensize
>
> I'll need to take virtual screen dimensions into account, as well
> as double buffering, etc.
>
> I'd like to get as hard solid numbers as I can, as I would like
> to have our configuration tools not allow stupid DRI
> configurations. I get tonnes of bug reports in the form:
>
> "I cant get 3D screensavers to run on my machine" or
> "anything 3D crashes my machine when I leave it for a while"
>
> and the like. Troubleshooting - 9 times out of 10 ends up
> finding out that the person is trying to use a 1600x1200 virtual
> screensize with a 1400x1050 desktop in depth 24 - on an 8Mb video
> card. They expect this stuff to work if the configuration tools
> allow it to be configured.
>
> What I want to do is know first of all - what are the actual
> valid configurations of DRI for:
>
> Bit depths supported by 3D acceleration engine in hardware,
> wether it is supported by DRI in 4.0.3, and if it is in 4.1.0?
> I've filled in what I think is correct, please help me fill in
> the rest:
>
> Hardware 4.0.3 DRI 4.1.0 DRI
> Voodoo 3: 16 16 16
> Voodoo 4: 16 16 16
> Voodoo 5: 16/32 16/32 16/32
> Banshee : 16 16 16
> G450 : 16/32 16/32 16/32
> G400 : 16/32 16/32 16/32
> G200 : 16/32 16/32 16/32
> G100 : 16 16 16
> r128 : 16/32 16/32 16/32
> radeon : 16/32 16/32 16/32
> 3DLabs : ? ? ?
> SiS : ? ? ?
>
> Any others I have missed??
>
> Given that a card supports DRI in a particular res, and using the
> above calc to calculate the required memory just for 2d in the
> given mode, is there an exact calculation that works across all
> cards that i can use to say "This configuration is insane", and
> have our configurator disable it?
>
> Any help would be greatly appreciated.
A few weeks ago a posted a message on this topic. When using the
DRI, the framebuffer is composed of a front color buffer, back
color buffer and a Z/stencil buffer. Each of these three
buffers is usually the same depth. For example: 16-bit front
buffer, 16-bit back buffer and 16-bit Z buffer. Or, a 32-bit
front buffer, 32-bit back buffer and 32-bit Z/stencil buffer.
It's easy to compute the amount of memory needed if you know the
screen size and whether you're using 16bpp or 32bpp.
Then, you should have at least a couple megabytes left over for
the X pixmap cache and for OpenGL textures.
Does that help?
BTW, Alan Hourihane recently fixed some bugs in the tdfx driver's
memory allocation code.
-Brian
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