Daniel Phillips wrote:
On Tuesday 01 February 2005 21:50, Timothy Miller wrote:

For Direct, the host sets the queue tail pointer and the DMA engine
just reads up to that point and stops until the pointer changes
again.

For indirect, you need to indicate an address and a length, in words.


It seems to me that only the ring buffer is needed for commands and vertices, and indirect is only needed to transfer textures. I can see why you'd also want to support indirect commands and vertices but that still looks like an expendable goody.


There will be a single DMA engine. What matters is how addresses are computed and where the data is sent. There's not a whole lot to it.

DMA writes (copies from graphics memory to host) are a special case.
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