Re: Deep Color support

2014-04-28 Thread Wolfgang Draxinger
On Mon, 28 Apr 2014 10:30:02 +0300 Pekka Paalanen wrote: > Oh, that's the DRM set-master related thing. Once we move on to render > nodes, you don't even need a VT to simply work on the GPU, let alone a > display server. IOW, render nodes will just fix that, and you can use > the GPU for computat

Re: Deep Color support

2014-04-28 Thread Pekka Paalanen
On Mon, 28 Apr 2014 01:42:43 +0200 Wolfgang Draxinger wrote: > On Sun, 27 Apr 2014 18:25:45 +0300 > Pekka Paalanen > wrote: > > > I guess I just don't understand what "switching X11 servers" means > > here. > > It means, that if you have multiple X11 servers running on the same > machine, each

Re: Deep Color support

2014-04-27 Thread Wolfgang Draxinger
On Sun, 27 Apr 2014 18:25:45 +0300 Pekka Paalanen wrote: > Sorry? > ... > Huh? See below for an example and link to a demonstrator > For FBO, you can create the storage with e.g. glTexImage2D, or some > of the renderbuffer functions. Storage is one thing. Being able to actually use it the oth

Re: Deep Color support

2014-04-27 Thread Wolfgang Draxinger
On Sun, 27 Apr 2014 18:13:04 +0300 Pekka Paalanen wrote: > Do they, really? Or does it happen on-demand, slowly RAM<->VRAM, > causing hickups, a bit like traditional swapping RAM to disk? The OpenGL specification doesn't define it. Drivers can implement it as they want to. > Especially when re-

Re: Deep Color support

2014-04-27 Thread Pekka Paalanen
On Sun, 27 Apr 2014 11:35:37 +0200 Wolfgang Draxinger wrote: > On Sun, 27 Apr 2014 11:30:18 +0300 > Pekka Paalanen > wrote: > > > > > I'm still trying to get an GBM configuration working that > > > targets an off-screen buffer so that OpenGL operations are > > > carried out toward it on the GP

Re: Deep Color support

2014-04-27 Thread Pekka Paalanen
On Sun, 27 Apr 2014 14:45:44 +0200 Wolfgang Draxinger wrote: > On Sun, 27 Apr 2014 13:57:45 +0200 > John Kåre Alsaker > wrote: > > > We still are limited by both graphics memory and bandwidth. > > A fullscreen 64bpp 4K client will use about 128 MB for the > > framebuffer. > > Indeed. OTOH clie

Re: Deep Color support

2014-04-27 Thread Wolfgang Draxinger
On Sun, 27 Apr 2014 13:57:45 +0200 John Kåre Alsaker wrote: > Since VGA is a ting of the past, I'm more interested in what the > display do. Display devices always were nonlinear in their signal response. That's why gamma LUTs got introduced in the first place, to deal with the saturation effect

Re: Deep Color support

2014-04-27 Thread John Kåre Alsaker
On Sun, Apr 27, 2014 at 12:30 PM, Wolfgang Draxinger wrote: > On Sun, 27 Apr 2014 12:11:39 +0200 > John Kåre Alsaker > wrote: > >> I implemented support for ABGR16161616 framebuffers in mesa/wl_drm. >> My patch has bit-rotted a bit now, but it gives you an idea about >> what to do: >> https://git

Re: Deep Color support

2014-04-27 Thread Wolfgang Draxinger
On Sun, 27 Apr 2014 12:11:39 +0200 John Kåre Alsaker wrote: > I implemented support for ABGR16161616 framebuffers in mesa/wl_drm. > My patch has bit-rotted a bit now, but it gives you an idea about > what to do: > https://github.com/Zoxc/mesa/commit/73f39f1366287bab02c993cb3537980e89b3cdca > > M

Re: Deep Color support

2014-04-27 Thread John Kåre Alsaker
I implemented support for ABGR16161616 framebuffers in mesa/wl_drm. My patch has bit-rotted a bit now, but it gives you an idea about what to do: https://github.com/Zoxc/mesa/commit/73f39f1366287bab02c993cb3537980e89b3cdca My motivation for this was to have clients render with linear gamma. One t

Re: Deep Color support

2014-04-27 Thread Wolfgang Draxinger
On Sun, 27 Apr 2014 11:35:37 +0200 Wolfgang Draxinger wrote: > > Btw. weren't FBConfigs a GLX thing? > > No, XRender actually; GLX just piggybacks on that. Okay, that needs some explanation. While all functions that have "FBConfig" in their name are part of GLX you actually have so use some XRe

Re: Deep Color support

2014-04-27 Thread Wolfgang Draxinger
On Sun, 27 Apr 2014 11:30:18 +0300 Pekka Paalanen wrote: > > I'm still trying to get an GBM configuration working that targets > > an off-screen buffer so that OpenGL operations are carried out > > toward it on the GPU but without attaching it to a CRTC. > > I think you should do that with an F

Re: Deep Color support

2014-04-27 Thread Pekka Paalanen
On Sun, 27 Apr 2014 00:03:19 +0200 Wolfgang Draxinger wrote: > On Sat, 26 Apr 2014 17:10:38 -0400 > "Jasper St. Pierre" wrote: > > > Outside of an X11 environment, the only standard is EGL, with a > > Wayland backend for Wayland apps, or a GBM backend for native > > modesetting. > > Well, GBM

Re: Deep Color support

2014-04-26 Thread Wolfgang Draxinger
On Sat, 26 Apr 2014 17:10:38 -0400 "Jasper St. Pierre" wrote: > Outside of an X11 environment, the only standard is EGL, with a > Wayland backend for Wayland apps, or a GBM backend for native > modesetting. Well, GBM is just another backend for EGL. In my GBM experiments I copy'n'pasted this cod

Re: Deep Color support

2014-04-26 Thread Jasper St. Pierre
used for rendering or compositing. Those > > are where the limitations are, not Wayland. In the end, Wayland > > only deals with handles to buffers, not pixels as such. > > I suspected as much. Do you happen to know how far the support for deep > color is in Mesa and DRM? I kno

Re: Deep Color support

2014-04-26 Thread Wolfgang Draxinger
he end, Wayland > only deals with handles to buffers, not pixels as such. I suspected as much. Do you happen to know how far the support for deep color is in Mesa and DRM? I know that OS-Mesa has some deep color support; However OS-Mesa is a softpipe implementation that renders into a user supplied m

Re: Deep Color support

2014-04-26 Thread Pekka Paalanen
On Sat, 26 Apr 2014 21:15:33 +0200 Wolfgang Draxinger wrote: > Hi, > > could someone please fill me in, if and if yes, how deep color > modes (more than 8 bits per color channel) are (going to be) > supported and handled by the Wayland protocol, compositors and > clients? > > I'm currently toyi

Deep Color support

2014-04-26 Thread Wolfgang Draxinger
Hi, could someone please fill me in, if and if yes, how deep color modes (more than 8 bits per color channel) are (going to be) supported and handled by the Wayland protocol, compositors and clients? I'm currently toying around (for self educational purposes) with direct access to the GPU (using