Hi guys,
For the last year or so I've been involved with the OpenXDK project (www.openxdk.org), which is a project to develop an open source development kit for the Microsoft Xbox.
One of the current limitations of the OpenXDK is that the video support is sorely lacking. We can set video modes and access the framebuffer memory but that is all. We have nothing in the way of hardware acceleration so video performance is severely reduced.
A couple of weeks ago I started to look into porting DirectFB, as the 2d acceleration features would be ideal.
I know that DirectFB does indeed work with the Xbox's nVidia GPU, as there are a couple of xbox-linux distributions which demonstrate this.
My goal, for the moment, is to port enough of DirectFB in order that we can use it for rendering.
At this stage we don't need the input handling and probably not the window management (unless that is integral to the rendering code).
One problem we might have is that we don't have a pthreads impementation - hopefully this won't be needed (just for rendering) or if it is, hopefully we can adapt it to use exisiting OpenXDK threading code.
I know I will have to come up with a system implementation for the xbox - probably using the fbdev code as a base, that's fine - it's figuring out what else is needed that is confusing me!
Can anybody help me out by telling me which parts of the source are needed in order to just get the rendering part working?
We won't need the multiple application features - xbox is one application at a time and, as already mentioned, we don't (at this stage) need the input handling functionality.
Sorry that this is quite a lengthy message, I wanted to give as much detail as possible.
Thanks for any help you can give
Carcharius
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