Re: Mode manager / Framebuffer management

2004-05-16 Thread Vladimir Dergachev
On Mon, 17 May 2004, Ville [iso-8859-1] Syrjälä wrote: On Sun, May 16, 2004 at 08:08:10PM -0700, David Bronaugh wrote: Vladimir Dergachev wrote: This brings out an interesting memory management point: swappable versus non-swappable graphics objects. A framebuffer is obviously non-swappable, while

Re: Mode manager / Framebuffer management

2004-05-16 Thread David Bronaugh
Ville Syrjälä wrote: On Sun, May 16, 2004 at 08:08:10PM -0700, David Bronaugh wrote: Vladimir Dergachev wrote: This brings out an interesting memory management point: swappable versus non-swappable graphics objects. A framebuffer is obviously non-swappable, while textures are swappable. N

Re: Mode manager / Framebuffer management

2004-05-16 Thread Vladimir Dergachev
The thing is most of these failure modes are software-based, not hardware. The only real limitation is that the entire surface should be located within *hardware* video RAM (which is limited to a single card, usually). This brings out an interesting memory management point: swappable versus non-

Re: Mode manager / Framebuffer management

2004-05-16 Thread Ville Syrjälä
On Sun, May 16, 2004 at 08:08:10PM -0700, David Bronaugh wrote: > Vladimir Dergachev wrote: > > This brings out an interesting memory management point: swappable versus > non-swappable graphics objects. > > A framebuffer is obviously non-swappable, while textures are swappable. Not just texture

Re: savage texture compression - REALLY CLOSE

2004-05-16 Thread Mark Cass
Felix, i have tried all tile formats. i get the same results using the 4 bit format as i do with the 32 bit format. in both of these formats the colors are correct but the image is warped. using the 16 bit format, the colors are wrong and the image is warped. using the 8 bit format the colors are

Re: Mode manager / Framebuffer management

2004-05-16 Thread David Bronaugh
Vladimir Dergachev wrote: On Sun, 16 May 2004, David Bronaugh wrote: Vladimir Dergachev wrote: Yes, I think the mode/dac programing code should be seperat from the frambuffer allocation/mngmnt code. Wather it should live in the DRM is another story, thought It should live kernel side as it workes

Re: Mode manager / Framebuffer management

2004-05-16 Thread David Bronaugh
Mike Mestnik wrote: --- David Bronaugh <[EMAIL PROTECTED]> wrote: Mike Mestnik wrote: --- David Bronaugh <[EMAIL PROTECTED]> wrote: Mike Mestnik wrote: --- David Bronaugh <[EMAIL PROTECTED]> wrote: I think this design allows for mergedfb to work "however we ne

Re: Mode manager / Framebuffer management

2004-05-16 Thread Mike Mestnik
--- David Bronaugh <[EMAIL PROTECTED]> wrote: > Mike Mestnik wrote: > > >--- David Bronaugh <[EMAIL PROTECTED]> wrote: > > > > > >>Mike Mestnik wrote: > >> > >> > >>>--- David Bronaugh <[EMAIL PROTECTED]> wrote: > >>I think this design allows for mergedfb to work "however we need it > to"

Re: Mode manager / Framebuffer management

2004-05-16 Thread Vladimir Dergachev
On Sun, 16 May 2004, David Bronaugh wrote: Vladimir Dergachev wrote: Yes, I think the mode/dac programing code should be seperat from the frambuffer allocation/mngmnt code. Wather it should live in the DRM is another story, thought It should live kernel side as it workes closely with the hardwar

Re: Mode manager / Framebuffer management

2004-05-16 Thread David Bronaugh
Vladimir Dergachev wrote: Yes, I think the mode/dac programing code should be seperat from the frambuffer allocation/mngmnt code. Wather it should live in the DRM is another story, thought It should live kernel side as it workes closely with the hardware. I don't think what I was proposing coupled

Re: Mode manager / Framebuffer management

2004-05-16 Thread Vladimir Dergachev
Yes, I think the mode/dac programing code should be seperat from the frambuffer allocation/mngmnt code. Wather it should live in the DRM is another story, thought It should live kernel side as it workes closely with the hardware. I don't think what I was proposing coupled or brought together the t

Re: Mode manager / Framebuffer management

2004-05-16 Thread David Bronaugh
Mike Mestnik wrote: --- David Bronaugh <[EMAIL PROTECTED]> wrote: Mike Mestnik wrote: --- David Bronaugh <[EMAIL PROTECTED]> wrote: Mike Mestnik wrote: This is vary good. - To accomidate mergedfb the number of FBs should be allowed to be 0.

Re: Mode manager / Framebuffer management

2004-05-16 Thread Ville Syrjälä
On Sun, May 16, 2004 at 09:24:37AM -0700, Mike Mestnik wrote: > Can 3D acceleration work in [1]ModeX? 2D? > > 1. Every n+1 pixel is for the next screen(FB). This format makes SW > bliting of a pix to more than one screen faster, as you only have to > iritate the source(and destination) once. Mo

Re: Mode manager / Framebuffer management

2004-05-16 Thread Mike Mestnik
Can 3D acceleration work in [1]ModeX? 2D? 1. Every n+1 pixel is for the next screen(FB). This format makes SW bliting of a pix to more than one screen faster, as you only have to iritate the source(and destination) once. --- Ville Syrjälä <[EMAIL PROTECTED]> wrote: > On Sun, May 16, 2004 at 03:

Re: Mode manager / Framebuffer management

2004-05-16 Thread Ville Syrjälä
On Sun, May 16, 2004 at 03:49:49AM -0700, Mike Mestnik wrote: > > A fue other questions, directed at the memory mngmt ppl. What about 2d > only page fliping, ModeX and the like? Where these ever supported outside > of libsvga? Are thay rellecs from the past that can die? Page flipping is impor

Re: Mode manager / Framebuffer management

2004-05-16 Thread Mike Mestnik
--- David Bronaugh <[EMAIL PROTECTED]> wrote: > Mike Mestnik wrote: > >--- David Bronaugh <[EMAIL PROTECTED]> wrote: > > > > > >>Mike Mestnik wrote: > >> > >> > >> > >>>This is vary good. > >>> - To accomidate mergedfb the number of FBs should be allowed to be > 0. > >>> > >>> > >>> >