Jon Smirl wrote:
--- Otto Solares <[EMAIL PROTECTED]> wrote:

How can i interface with your changes?, currently i open the fbdev,
mmap fb and mmio region, set desired fbdev mode, load r200 dso, pull hooks
and
everything is ok from there.  The only thing i dislike with the current
aproach
is that we need root privs and dri_util is not a clean API.


Just stick with what you are using until my code stabilizes. The mode/EDID
stuff is not working and it is necessary for removing FB.


I have everything working, including input (from new input layer), sound
(via openal and alsa) and graphics (DRI standalone mesa from Mesa-newtree).

My concentration is on the opengl desktop now, the problems i see is the lack
of overlays and pbuffer/fbconfigs support.

What's your vision for overlays?


If one is drawing windows with textured quads, your windows can consist of multiple image layers which are combined via multi-texturing. You could mix layers with different bitdepths (and resolutions) very easily.


I know what is needed to do the pbuffer changes but I haven't gotten to them
yet. If you want to start on this the first thing needed it to modify the clear
routines in the DRM driver to not use fixed addresses for the framebuffer.
Right now they use the 2D layer to do the clear and the code is hardcoded to
use the main front/back buffers. Clear needs to work like all of the other 3D
code and allow the buffer addresses to be passed in.

Ultimately, I think the driver needs the following capabilities:


1. Image buffer allocator: to allocate color, Z, stencil, etc buffers for the frame buffer and textures. This leads to "interesting" memory allocation issues, of course.

2. Mechanism to tell the card to scan out particular color buffers (for page flipping, etc).

3. Render-to-texture: the image buffers allocated in (1) might simultaneously be both rendering targets and source textures. Just supporting non-mipmapped 2D textures would suffice initially. Unfortunately, there is no GLX specification for render-to-texture.

-Brian



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