On Wed, 10 Mar 2004 17:48:24 +0900
Carsten Haitzler (The Rasterman) <[EMAIL PROTECTED]> wrote:

> no - i haven't measured it... BUT it isn't great. memory bandwidth isn't a big
> positive of these devices. i'm almost certain it is the memcpy and context
> switch as that really is the ONLY difference in the rendering code i have as all
> things are cpu rendered in rgba32 then down converted to screen depth - this is
> the point where it either gets converted direct to framebuffer (which
> incidentally lives within system memory like the i810 - stealing a little system
> ram and having the ramdac scan that), or if running in x, will get converted to
> an shm buffer, then context switch and have shm buffer copied to real fb. this
> copy is the only real difference :/ it's even worse with a shadow fb and
> portrait rotation! thus u prefer using my own code that can do the rotation
> while converting 32bpp to 16bpp and dithering :)


   I agree... Using our own code to write diirect to the framebuffer is by far
the fastest method for our application. "shmputimage" is no replacement for
that.. Its like saying a double decker bus is an adequate replacement for a 
Ferrari...


> 
> but the point is - dga has valid uses. if the drivers simply flushed and
> disabled all hardware accel pipelines when going int dga mode, then re-enabled
> coming out, that'd be a nice simple way of handling it. it is a pain - but it
> does have legitimate uses.

   Sounds simple enough... can it be done?

> 
> then again i have issues with dga as it stands. firstly needing to be root is
> one :/ secondly - last time (a LONG time ago now - so long i dont remember when)
> going in and out of dga meant a screen reset by the driver and so it was
> practically infeasible to combine dga rendering with normal rendering by other
> clients. i seriously think maybe dga should be moved over to be part of DRI. if
> DRI HAS to (for sanity) run a shadowfb system to make this work - (when DGA is
> in use) so be it, but it would make it sane to use.

  The "root" issue is unfortunate, but people seem less worried than they used
to be about this if the software is from a trusted company.

> 
> that said i do agree - the games or software should ALSO use shmputimage and
> have a method to use that - on todays boxes it should be fast enough. there
> still are things opengl can't do... :) though that keeps  being decreased in
> number... :)

   We could add a shmputimage for compatibility, but how do you sync frames 
to the vblank to ensure glitch free drawing, or does X take care of that?


> 
> anyway.. back to lurking! :)
> 
> -- 
> ------------- Codito, ergo sum - "I code, therefore I am" --------------
> The Rasterman (Carsten Haitzler)    [EMAIL PROTECTED]
> $B7'<*(B - $B<V7/(B ($B?tED(B)                  [EMAIL PROTECTED]
> Tokyo, Japan ($BEl5~(B $BF|K\(B)
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