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



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