On Fri, 2003-09-26 at 18:16, Alex Deucher wrote: > > 1. looking at the mga textured video code, it disables the DRI when it > is in use. is there any reason for this? is it possible to use the > texture engine for Xv and DRI at the smae time. It seems like it > should.
I agree. > When implemeting this on radeon, would I have to use the CP > to program the texture registers or could I use MMIO? Using the 3D engine without the CP is hard if not impossible. > I've been toying with the idea of converting the existing Xv code to CP > anyway, however if you disabled the DRI and wanted to use the overlay or > the texture engine you'd need an MMIO code path at least. The register write macros could be changed (or new ones added) to use the CP transparently when appropriate. > 3. Is there a limit on the number of textures on radeon? How many Xv > ports should I allow for the texture engine? I think mga allows 32, > although that might have been an arbitrary decision. Yes, I don't think there's a limitation other than the amount of video RAM. > 4. Can the overlay and the texture engine Xv adapters co-exist? I don't see why they couldn't. AFAIK other drivers offer both types of adaptors simultaneously. I hope others will fill in the questions I didn't feel competent enough to answer. As a bonus, once you've solved all the issues involved, adding some RENDER extension acceleration should be trivial. :) I played with that a little but never found the time to get it very far. -- Earthling Michel Dänzer \ Debian (powerpc), XFree86 and DRI developer Software libre enthusiast \ http://svcs.affero.net/rm.php?r=daenzer ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel