Chase Douglas wrote: > Roland Scheidegger wrote: >> FWIW, I've sort of tried it out and it worked actually better than I >> thought it would (no second monitor at hand, simply included a virtual >> line with size 2560x1600 and allowed dri to initialize). glxgears >> worked just fine in a small window, but I thought bad things would >> happen if the size is increased beyond 2048 horizontally - instead it >> just seemed to chop off that extra bit (so with a window size of 2400 >> it would just render the left-most 352 pixels). So it seems it can >> live with a large pitch just fine, so you wouldn't need any of that >> incredibly clunky multi-buffer stuff. Just render to the same buffer >> twice. >> >> Roland > > All well and good, but unfortunately I'm still in the dark about how > stuff works currently and how it needs to work. I've read through the > documentation I could find on the DRI wiki. I understand the concepts of > 3d rendering and such, but I have no idea how the hardware itself works. > Is there any documentation on the hardware and driver inner workings? You probably just need to take a look at the dri driver code. I think that should give you all information you need.
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