So can I use the framebuffer driver for the davinci without the c64x.ko?  I 
assume it will not have any acceseration and work as a normal /dev/fb0, 
framebuffer?  Because we are currently using the dsp for some other stuff we 
can not load it with any acceleration code yet.

Once I have the fb working on our platform.  I can pursue the acceleration 
support.

Thanks,
Craig

On Wednesday 09 January 2008 4:38:24 pm Denis Oliver Kropp wrote:
> David A Kondrad wrote:
> > Craig,
> >
> > I haven't actually tried this, but here's the scoop:
> >
> > The davinci driver acceleration is done using a custom kernel module that
> > you have to integrate into your kernel build and enable in the kernel
> > config.
>
> You can build it like this:
>
> - go to gfxdrivers/davinci (needs to be updated, just did a fix)
> - edit Makefile.kernel (edit kernel source tree of target in first line)
> - make -f Makefile.kernel (you should have c64x.ko now)
>
> > Then you have to modprobe that kernel module which loads the acceleration
> > code into the DSP and sets up a shared memory queue between the kernel
> > driver and the DSP acceleration code.
>
> Yep. Here's more info on acceleration:
>
> The DSP functions for filling, blitting, blending, converting
> ARGB->RGB16+A3, stretching, and all other code snippets are tough coded in
> assembler with the goal to have the minimum number of cycles per pixel
> using paralellelism where possible. The sploop is really great!
> Implications and constrains the same  ;) But thanks to Olaf Dreesen we
> might be getting the DSP to burn when almost all units are used at once and
> all the time.
>
> The blend routine is even a bit faster, maybe due to read/write not done on
> same cycle?
>
> Benchmarking 256x256 on 640x464 ARGB (32bit)...
>
> Anti-aliased Text                              0.112 secs (* 128.571
> KChars/sec) [100.0%] Fill Rectangle                                 2.002
> secs (*  36.008 MPixel/sec) [  4.5%] Fill Rectangles [10]                  
>        15.648 secs (*  37.693 MPixel/sec) [  0.6%] Fill Spans              
>                       0.428 secs (*  30.624 MPixel/sec) [  9.5%] Blit      
>                                     2.091 secs (*  28.207 MPixel/sec) [ 
> 5.2%] Blit colorkeyed                                1.661 secs (*  31.564
> MPixel/sec) [  6.0%] Blit from 32bit (blend)                        1.741
> secs (*  30.114 MPixel/sec) [  6.3%] Blit from 32bit (blend) with
> colorizing        1.738 secs (*  30.166 MPixel/sec) [  5.7%] Stretch Blit  
>                                 8.594 secs (*   8.051 MPixel/sec) [  1.2%]
>
> > Denis, please correct me if I'm wrong but:
> >
> > The major issue that I see with the acceleration driver for the davinci
> > is that you can't use the TI Codec Engine and still maintain the driver
> > code in the DSP because the first the Codec Engine does is wipe the DSP
> > and load it's own framework and requested codecs.
>
> The memory is not the worst problem. I don't know how Codec Engine works.
>
> In a very small loop our scheduler compares the ring buffer indices and
> runs (into) a task or increases the idle counter and does the next
> comparison.
>
> I don't see a chance for Codec Engine to get something of the cake, but I'd
> wonder if our scheduler could be run as a thread(?) or module(?) in Codec
> Engine. Does it support (preemption of) DSP tasks?
>
> > The obvious solution would be to make a version of the  DFB acceleration
> > driver that fits the codec engine framework so that it can be loaded by
> > program before initializing DFB and then notifying DFB to use codec
> > engine calls instead. It seems like a boat load of work it would have to
> > be a collaborative effort on the part of the DFB dev community to get it
> > working.
>
> Or some hardware, software and € into our direction...
>
> Sure it's a boat? Writing a module for the DSP BIOS(?) or LINK(?) is most
> likely well documented and the interfaces should be clean if not mean ;)



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