Quoting Michel D�nzer ([EMAIL PROTECTED]): > On Wed, 2003-08-06 at 21:43, Denis Oliver Kropp wrote: > > > > When DRI has the graphics card lock for more than 100 ms, DirectFB > > uses software rendering even if hardware rendering was available. > > I'm curious: How do you avoid conflicts between software rendering and > the hardware engine? Do you simply assume they never touch the same > framebuffer areas? (Couldn't there be conflicts even when that > assumption holds?)
Each buffer has access flags indicating that read/write access was done by software/hardware. Each time a buffer is locked the flags are examined and updated. Depending on the last access the transition from/to CPU/GPU read/write access is handled by waiting for the GPU to be idle (if GPU wrote) or by flushing the GPUs read cache (if CPU wrote). -- Best regards, Denis Oliver Kropp .------------------------------------------. | DirectFB - Hardware accelerated graphics | | http://www.directfb.org/ | "------------------------------------------" Convergence GmbH ------------------------------------------------------- This SF.Net email sponsored by: Free pre-built ASP.NET sites including Data Reports, E-commerce, Portals, and Forums are available now. Download today and enter to win an XBOX or Visual Studio .NET. http://aspnet.click-url.com/go/psa00100003ave/direct;at.aspnet_072303_01/01 _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
