Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-06 Thread Suzy Deffeyes
 | This is encouraging to hear.  Have you heard any rumblings about where
 | the common code base would come from?

 I was thinking more about the intellectual-property issues than the
 shared-code issues.

There has been some encouraging efforts by ARB members to share source
recently.   nVidia, ATI, 3DLabs, and Apple have all brought forth sample
implementations of their respective shading languages into the ARB.  While
these aren't the common code base, they are at least a step in that
direction. I know it sure helps an old fart like myself understand a spec
better if I can chew on some source code.

Another thing MS has definitely done a better job of is requiring formal
testing and certification of drivers. We've definitely fallen behind that
curve with OpenGL conformance tests.

 The Bylaws Working Group is trying to come up with
 new rules for licensing that will make sharing easier (for open-source
 developers as well as closed-source vendors).

I sure hope the new rules from the Bylaws Working Group make life easier for
someone. ;-).
Suzy



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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-06 Thread Alan Cox
On Thu, 2003-03-06 at 15:49, Suzy Deffeyes wrote:
 I sure hope the new rules from the Bylaws Working Group make life easier for
 someone. ;-).

Maybe it will be easier now MS have resigned, although that puts them in a nice
position to avoid declaring patent interests and destroy OpenGL by submarine 
patenting games



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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-06 Thread Allen Akin
On Thu, Mar 06, 2003 at 05:06:41PM +, Alan Cox wrote:
| Maybe it will be easier now MS have resigned, although that puts them in a
| nice position to avoid declaring patent interests and destroy OpenGL by
| submarine patenting games

Microsoft caught a lot of flak over their intellectual-property claim
for the vertex-programming extension, but in fact they did everything
properly according to the ARB rules.  (Their disclosure even used the
recommended language, word-for-word.)  It's the rules themselves that
need updating.

The ARB isn't the only standards organization from which Microsoft has
resigned recently.  One likely reason is that they intend to pursue
patent licensing more aggressively.  In the case of OpenGL, this adds to
the risk, but it's not a new problem.  Non-ARB companies like Pixar own
significant patents that could be used to sabotage open 3D APIs, and in
the past even some ARB members refused to allow patented technology into
OpenGL.  (Anisotropic filtering is one example.)

The ARB is rewriting its intellectual-property policy to help deal with
the situation.  It's difficult to maintain a balance; we need enough
incentive for patent-holders to participate in the standards process
that we can offset the potential loss-of-revenue from royalty-based
licensing.  There may also be some antitrust issues that have to be
addressed.

Allen


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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-05 Thread Frank Earl
On Saturday 01 March 2003 07:19 pm, Alan Cox wrote:

 Old SiS - public
 Trident - public

 Drivers - none.

Old SiS - Utah-GLX.  They had an alpha of a driver for that chipset (I 
happened to have one, but not the time to pursue improving upon it at the 
time...).  

As for me and helping out, I've been a bit overwhelmed with the concerns 
around me- I've been for all intents and purposes unemployed for well over a 
year now and I've been trying to keep a house over my head, etc.  Not really 
conducive to working on code that doesn't put food in your mouth and a roof 
over your head.

What makes the situation with some of the older chips worse is that they're 
not suited, as you've noticed, to what DRI offers.  They're almost better off 
with something else- of what, I'm not precicely sure yet.

-- 
Frank Earl


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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-05 Thread Jens Owen
Allen Akin wrote:
Microsoft bears a lot of
the burden for D3D by collecting and maintaining the common code (as
well as nontechnical stuff like patent licensing and sublicensing).  SGI
didn't do that for OpenGL in the early days, and by the time it
understood the problem, most hardware vendors had already invested in
independent driver code bases for OpenGL.  So today there's not as much
sharing in the OpenGL world as there might have been.  Some improvements
are possible, though, and are being discussed in the ARB.
Allen,

This is encouraging to hear.  Have you heard any rumblings about where 
the common code base would come from?

--
   /\
 Jens Owen/  \/\ _
  [EMAIL PROTECTED]  /\ \ \   Steamboat Springs, Colorado


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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-05 Thread Allen Akin
Hi, Jens!

On Wed, Mar 05, 2003 at 09:52:58PM -0700, Jens Owen wrote:
| Allen Akin wrote:
| Microsoft bears a lot of
| the burden for D3D by collecting and maintaining the common code (as
| well as nontechnical stuff like patent licensing and sublicensing).  SGI
| didn't do that for OpenGL in the early days, and by the time it
| understood the problem, most hardware vendors had already invested in
| independent driver code bases for OpenGL.  So today there's not as much
| sharing in the OpenGL world as there might have been.  Some improvements
| are possible, though, and are being discussed in the ARB.
| ...
| This is encouraging to hear.  Have you heard any rumblings about where 
| the common code base would come from?

I was thinking more about the intellectual-property issues than the
shared-code issues.  The Bylaws Working Group is trying to come up with
new rules for licensing that will make sharing easier (for open-source
developers as well as closed-source vendors).

Allen


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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-03 Thread Jos Fonseca
On Sun, Mar 02, 2003 at 01:35:08PM +, Ian Molton wrote:
 On Sun, 2 Mar 2003 11:58:44 + José Fonseca
 [EMAIL PROTECTED] wrote:
 
   To me, thats arse backwards. It should be that the documentation
   eases people into develpoing the code. not the other way round.
  
  But there *are* specs for the Voodoo 3, so what are you complaining
  about!? I'm sorry to give such breaking news, but things just
  _don't_ appear by themselves. Not a DRI driver, not documentation,
  ...  *nothing*.
 
 I wasnt complaining about the voodoo3. At the time I wanted to help
 fix problems on my radeon 7500. I gave up, however, when it was clear
 no-one would give me any specs at all, unless I did something like
 rewrite half the driver to 'prove' myself. (the mail archives are full
 of stuff like that).

Indeed. The mail archives show alot of people which started with the
same or less resources and background as you have but did substancial
constributions. Don't blame the system just because you aren't motivated
or able to do the same.

  I agree that documentation is important and there is alot that can
  be done in that field, but then why don't developers-wanna-be,
  instead of whinning about lack of documentation, don't do something
  about it?
 
 Because when you're a 'developer wanna-be' you dont have the knowledge
 to DO anything about it.

To write documentation? You probably didn't read a _single_ word of what I
said in my previous post about it. Your loss.

  BTW, Doxygen documentation for a subset of the radeon driver, the
  core of Mesa, the full DRM are in the forge - under the embedded
  Mesa umbrella.
 
 Thats a really logical place to find them. really. (well, the mesa
 core, ok, but the radeon driver stuff should be under the DRI
 umbrella.

Stop the irony. As I said above is still being written, so what do you
care where I'm commiting it?

The code documentation is being written in _purpose_ for the embedded
Mesa and of course it's there that it is being commited to. It will, at
some point and to the extent allowed by the shared code, be merged into
the original sources. Anyway, once it's finished the resulting HTML
pages should be hosted somewhere on DRI website, so it doesn't even
matter where the documentation sources are.

  Note that documentation only helps until a certain point. No matter
  how much documented the existing code base is,
 
 No, its a matter of how documented the HARDWARE is. the code I dont
 really care about. Not hard to figure out code.

You surely never looked to the Voodoo 3 specs, or you wouldn't say that.
An existing DRI driver has much more relevant information for a
developer than the hardware specs.  The hardware specs basically consist
of an introductory scheme of the hardware architecture plus a bunch of
tables to describe the meaning of each hardware register. In rare cases,
an actual programmer's manual is written, but most of the content is
dedicated to 2D graphics (setting up modes, etc.), and very little to
3D. Hardware specs are only good for one thing: to write a small
function around a certain functionality, and forget about them.  Once
these functions are written, there is very little need to look back to
them.


Again I feel that I'm telling things which are pretty obvious for
someone who has been contact with the DRI development for some time.
If you haven't realized this by now, I have little hope I can convince you
otherwise, so as far as I'm concerned this thread ends here. You can get
back now to your dri-has-no-docs-and-developers/ihvs-are-elitists
speech for all I care.


José Fonseca
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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-03 Thread Ian Molton
On Mon, 3 Mar 2003 14:58:01 +
José Fonseca [EMAIL PROTECTED] wrote:

 You can get
 back now to your dri-has-no-docs-and-developers/ihvs-are-elitists
 speech for all I care.

No thanks. I'll just continue reverse engineering my e740.


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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-03 Thread Philip Brown
On Mon, Mar 03, 2003 at 02:58:01PM +, José Fonseca wrote:
...
 An existing DRI driver has much more relevant information for a
 developer than the hardware specs.

except for the fact that the dri cvs tree, seems to have some sort of
auto-applied strip for source code on commit.
As strip binaryname strips out debug information, this auto-strip
seems to strip out almost all code comments. What an amazing space-saving
tool...


[ half :- for the humor impaired ]



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[Dri-devel] Re: future of DRI? - why no one plays with Glide3. - documentation.

2003-03-03 Thread Smitty
On Sun, 2 Mar 2003 19:34:27 -0500 (EST)
Mike A. Harris [EMAIL PROTECTED] wrote:

 On Sun, 2 Mar 2003, Smitty wrote:
 
 OK but here is my take on it, people will work on what they are
 interested in, so if someone wants to work on R128 and ATI does
 give out docs for that chip then they should give it to him.
 
 Whats the chance of ATI delegating some of this function to TG, ie just
 give all their hardware programmers guides etc that they are willing to
 let people see to TG with the understanding that TG only allow people
 who should see them to get hold of them.
 
 I think ATI is more than capable of determining who the are and
 are not willing to provide their hardware specifications to.  I
 of course am not an ATI employee, and I do not know what their
 detailed reasoning is for access to their hardware
 specifications, nor do I care really, it's their documentation 
 and they've got their own right to decide who gets what, and 
 under what circumstances.
 
 
 Surely TG can respond quicker than a juggernaut like ATI, and
 then Jon Smirl would have got his docs already and made some
 progress.
 
 I don't think response time is an issue at all.
 
 This also makes sense in terms of concentrating development of
 OSS 3D drivers, allowing for higher productivity through
 division of labour, knowledge concentration, etc, rather than
 scattering the docs thinly accross the world to individuals.
 
 It doesn't compel those who have no interest in DRI but it sure
 helps those who do.
 
 It's a no brainer that the more widely available hardware docs 
 are for any hardware, the more likelyhood of them being put to 
 use by one or more people in the OSS community.  That isn't a 
 debateable topic I don't think.  This whole issue however has 
 nothing to do with who is the arbiter of access to vendor foo's 
 documentation.
 
 Any particular vendor may or may not permit access to
 some/all/none of their documentation either freely and
 publically, or via NDA to specific individuals under whatever
 criterion they wish to decide upon.  A bunch of people whining on 
 a mailing list is not going to change that at all.
 
 In general, someone who goes ahead and works on the code and
 makes improvements WITHOUT a vendor's documentation generally has
 a better chance at actually getting it.  Those who do nothing but
 whine on mailing lists that they can't do work on the code
 because they don't have the docs, are more likely to never see
 them.
 
 I don't think that any vendor is planning on providing hardware 
 documentation widespread or to specific individuals based on a 
 popular vote of some mailing list.  There are certain realities 
 that people must learn to accept and to deal with, and one of 
 them is that some video hardware vendors do not want to provide 
 any access to their hardware specifications at all.  Others don't 
 want their documentation widespread and public for whatever 
 reasons they may have (none of our business really IMHO), but 
 they may want to support the open source community nonetheless, 
 and so they provide access to their documentation under an NDA 
 agreement that they are comfortable with.  It allows them to 
 protect whatever it is they're wanting to protect, and it allows 
 open source progress to be made as well.  We're lucky to get 
 specifications from any vendor who is willing to provide them to 
 us under _ANY_ terms.
 
 I'd love to see more vendors providing specs, and doing so more
 openly, and preferably without NDAs.  Ragging on vendors who do
 permit access to docs under NDA to people of their choosing, for
 not providing them to the world, is more likely to dry up access
 to specs for _EVERYONE_, and make binary only drivers the only
 way of getting modern hardware to work.
 
 In other words, I believe that whining about these certain
 realities, is equivalent to shooting one's self in the foot.
Mike you're quite the downer at the moment, been a rough weekend? g

I couldn't care two hoots about whether or not ATI sits on the hardware
documentation or starts distributing it to univertsities as teching aids.

What I'm saying is that if they'd decide gee this document can be
released without problem, along with this pile over here and this lot over
here can probably be released for use only for writing OSS drivers
then they should go ahead and do it.

It would make life a lot simpler for all concerned. 
Why should people have to fight to get documentation when ATI is in
reality quite happy to give out certain docs, but because they have ceated
an awkward process.

At the end of the day an NDA isn't much protection, eventually the doc
will fall into the hands of someone they don't want it to, whether someone
has to steal it off someone who has signed a NDA, find it in the trash,
bribe the night staff.

It pretty much is an all or nothing approach.

If they're prepared to release docs to members of TG, why don't they
release them to TG directly?

And I certainly wasn't imlying 

[Dri-devel] Re: future of DRI? - why no one plays with Glide3. - documentation.

2003-03-03 Thread Mike A. Harris
On Mon, 3 Mar 2003, Smitty wrote:

 I'd love to see more vendors providing specs, and doing so more
 openly, and preferably without NDAs.  Ragging on vendors who do
 permit access to docs under NDA to people of their choosing, for
 not providing them to the world, is more likely to dry up access
 to specs for _EVERYONE_, and make binary only drivers the only
 way of getting modern hardware to work.
 
 In other words, I believe that whining about these certain
 realities, is equivalent to shooting one's self in the foot.

Mike you're quite the downer at the moment, been a rough weekend? g

Neither really.  ;o)  I'm just expressing my opinion on how
things are, and what we can realistically expect now, and in the
near future, at least from my perspective.  I might not be 100%
correct, but it's how I see things from my current viewpoint
anyway.


I couldn't care two hoots about whether or not ATI sits on the hardware
documentation or starts distributing it to univertsities as teching aids.

What I'm saying is that if they'd decide gee this document can
be released without problem, along with this pile over here and
this lot over here can probably be released for use only for
writing OSS drivers then they should go ahead and do it.

Absolutely.  I think they'd (any vendor, not just ATI) do that if
they really wanted to do that.  I think the fact that some
vendors do not do that is indicative that they don't want to do
that however, or they would.  ;o)

It would make life a lot simpler for all concerned.  Why should
people have to fight to get documentation when ATI is in reality
quite happy to give out certain docs, but because they have
ceated an awkward process.

I don't see it as a fight at all.  Aside from the very few
vendors who have publically released documentation (such as 3Dfx
Voodoo 3, some older Intel docs, etc.), ATI is one of the vendors
who provides docs to more people under NDA than any of the other
vendors, with the exception of the cards mentioned above and some
other older things here and there.  In other words, if the
alternative to a vendors docs under NDA, is no docs at all from
the vendor, I don't think we should complain.


At the end of the day an NDA isn't much protection, eventually
the doc will fall into the hands of someone they don't want it
to, whether someone has to steal it off someone who has signed a
NDA, find it in the trash, bribe the night staff.

Well, if people do not honour the NDAs that vendors give, it is a 
no brainer what will happen.  If someone leaks documentation and 
breaks the NDA and it gets back to the vendor, the vendor is most 
likely just going to do one of:

1) Not provide documentation to people anymore period

2) Make the NDA more restrictive and provide documentation to 
   less people

3) Provide watermarked docs under NDA to individuals.  If docs 
   leak, they can then sue the person who leaked them, as it is 
   obvious due to the watermarking

4) Force developers to work right in the vendor's headquarters in 
   a monitored room with access to docs that don't leave the 
   premises (such as some of the Serverworks IDE work, etc.)



It pretty much is an all or nothing approach.

If they're prepared to release docs to members of TG, why don't they
release them to TG directly?

I really don't understand your point here.  You are suggesting 
that ATI release docs to TG, and then let TG decide who gets them 
and who does not get them.  ATI is capable of deciding who they 
want having their docs, and if they wanted TG to be the people to 
decide that, they would ask TG to do that.  The fact that that 
has not taken place means that they are capable of deciding this 
on their own, and that that is not an option that they consider 
doing.

I don't see the point of it anyway.


What I was doing was putting forward a suggestion that TG may be
able to get docs out of ATI easier (without screwing over ATI in
the preocess).

And my suggestion, is that if ATI wanted docs to go into the
hands of random open source developers through TG, that they
would themselves just give docs to those random open source
developers, which is the way it is now.  Developers get the docs
from ATI, or they do not get the docs from ATI.  I completely
fail to see how/why/what TG has anything to do with this
whatsoever.


It was just a suggestion, maybe after I learn C I'll care, and
argue my points with a lot more conviction.

If you do not know C, the documentation would be useless to you 
in any case.  It always seems to be the people who don't even 
know how to write helloworld.c that are the ones who complain 
about a vendor like ATI not providing them with hardware 
documentation that they couldn't do anything but make paper 
airplanes out of anyway.

$0.02




-- 
Mike A. Harris ftp://people.redhat.com/mharris
OS Systems Engineer - XFree86 maintainer - Red Hat



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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-02 Thread Sven Luther
On Sat, Mar 01, 2003 at 04:56:18PM -0800, Jon Smirl wrote:
 --- Linus Torvalds [EMAIL PROTECTED] wrote:
  A simpler, more direct, infrastructure to the
  low-level driver might help. 
 
 X has served us well for a long time but I just don't
 think it is sufficient to be the standard video
 platform for desktop Linux over the next ten years.
 We're not going to replace X overnight, but we need a
 path to slowly evolve it. I am amazed at the rate of
 change in the kernel, but X hardly seems to change at
 all. How can we speed things up?
 
 I agree that X is very complicated to work on. Mozilla
 has the same problem, everything is connected to
 everything. There is no way to work on a piece of
 Mozilla without working on the whole thing. Mozilla is
 trying to fix this but they still have a long ways to
 go.

What are you speaking about ? X is pretty simple to do a driver for, it
is well documented, there are multiple examples around and you have only
to provide a few functions to have it working fine.

As opposed to this, the DRI is quite complex. You have to first write
the X driver initialization code, which include context swapping, and
then the drm kernel drivers. Both of these really are somewhat complex
things, and you can't really test them until you have the mesa drivers
in place, and these are a nightmare to do, or even to understand how
they work. And looking at the existing code is not much of a help, since
they are huge.

 For me, a layered approach where each piece can be
 compiled, used and tested independently would make X
 much more manageable.  Something like this:

Yes, but it is not X that is the problem, it is the DRI, for X, things
are quite simple. You follow the DESIGN document, you first set up the
frambuffer code, and can already see info from X, then you do the mode
switching, and finally the 2D accel stuff. In each of these phases, you
get immediate feedback from X. And even Xv support is easy to test.

 Kernel level - fusion of DRM and FB, libDRM
 OpenGL - Mesa + DRI
 Xserver
 rest of X
 
 I'm sure people with more experience on X can divide
 it in a better way, but the key is in dividing it into
 smaller, more digestible chunks. These layers need to
 build and run independently.
 
 The DRI tree has close to 10,000 files in it right now
 and DRI isn't even a complete X tree. That's an awful
 lot of code to read and understand as a single
 package. 

But if you only look at the X drivers, they are quite small, and well
documented.

Friendly,

Sven Luther


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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-02 Thread Jos Fonseca
On Sun, Mar 02, 2003 at 02:38:09AM +, Ian Molton wrote:
 On Sat, 1 Mar 2003 15:11:06 -0800 (PST)
 Linus Torvalds [EMAIL PROTECTED] wrote:
 
 No, if that was all, it wouldnt be so bad...
 
 The project has no real documentation, theres no support from
 anywhere, and there is little help from hardware manufacturers. Even
 where there is, it doesnt encourage people to join in.

What a bunch of lies!!! Have you ever been in
http://dri.sourceforge.net/doc/ !? We have weekly meetings in IRC!

You want encouragement from hardware manufacturers!? It's obvious that
you need encouragement, but don't blame anybody except yourself.

 With DRI you need to 'prove' you have manly balls by blindly fixing
 something without any documentation. only then will you stand any
 chance of ever seeing any documentation.
 
 To me, thats arse backwards. It should be that the documentation eases
 people into develpoing the code. not the other way round.

But there *are* specs for the Voodoo 3, so what are you complaining
about!? I'm sorry to give such breaking news, but things just _don't_
appear by themselves. Not a DRI driver, not documentation, ...
*nothing*.


I agree that documentation is important and there is alot that can be
done in that field, but then why don't developers-wanna-be, instead of
whinning about lack of documentation, don't do something about it?

When I first started with DRI and Linux (about 1.5 yrs ago) I made an
huge effort to analyize about ~3 yrs worth of mails archives of two
mailing lists (dri-devel and utah-glx-dev) and all the old
documentation, but it was worth it. I've got a much better understanding
of the architecture and the outcome was the DRI Developer's FAQ that
you can read at http://dri.sourceforge.net/doc/faq/ which has all the
guidelines on how to get started with DRI.  Funny coincidence, the idea
was given by a guy also whining about documentation, but it took
somebody to atually do it.

BTW, Doxygen documentation for a subset of the radeon driver, the core
of Mesa, the full DRM are in the forge - under the embedded Mesa
umbrella.


Note that documentation only helps until a certain point. No matter how
much documented the existing code base is, it will still be _hard_ to
write a driver from ground up, as it take alot of lines of code, and the
proporcional debugging time.


José Fonseca
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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-02 Thread Allen Akin
On Sat, Mar 01, 2003 at 06:47:26PM -0800, Linus Torvalds wrote:
| ...
| At some point that won't be true any more. And maybe it's just me, but
| with programmable vertex and pixel shaders it looks like the onus is
| shifting onto the _user_, and it's more likely that the hardware designs
| won't be changing as radically as they used to.

That's possible.

I often wonder whether Sutherland's Wheel of Reincarnation is still
spinning.  It may be that once we understand which graphics primitives
*should* be hardwired, because they're flexible enough to cover the
needs of the market and the performance advantages are compelling, then
programmability will fall out of favor.  (This has happened many times
already in the graphics world, both 2D and 3D.)

Or it may be that commercial issues (like the constraints of Microsoft's
business model on the hardware vendors) will stop us at this stage, and
graphics will begin to look a lot more like general-purpose computing.
(As you suggested.)

Only the first case permits long-term improvement that's much better
than Moore's Law.  I'd like to think we still have a few more spins of
the Wheel to go, but at the moment the evidence for that is weak.

| ...
| If and when a driver decides that they can do something better _without_
| the help of generic code, it just expands the functionality itself -
| without breaking anything else, and without taking the overhead of having
| to go through any generic code that conditionally calls to the direct
| stuff.

Sure.  Vertical modularity, rather than horizontal.  It works well as
long as there's not too much shared state that has to be kept in sync
for all the code paths.  (By the way, this is one area where I suspect
current low-level 3D APIs are making life unnecessarily difficult for
us.)

|  Once you get rid of the legacy stuff in OpenGL, drivers are pretty much
|  the same level of complexity for OpenGL as for D3D.  Which is one reason
|  why several groups are able to use OpenGL subsets for embedded apps.
| 
| I'll take your word for it.

I'm not an expert on it -- I'm just going by what I've heard in open ARB
discussions.  Embedded OpenGL-subset drivers are dropping below 50KB
these days.  (Depends a lot on the underlying hardware, of course.)

Allen


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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-02 Thread Allen Akin
On Sun, Mar 02, 2003 at 12:57:42AM -0500, Daniel Vogel wrote:
| On Sat, 1 Mar 2003, Allen Akin wrote:
| 
|  Once you get rid of the legacy stuff in OpenGL, drivers are pretty much
|  the same level of complexity for OpenGL as for D3D.
| 
| I guess you also had to take away mandatory software fallbacks and the 
| imaging subset. ...

Sure, and all the other stuff that's important to OpenGL apps that's not
important to D3D apps.  (Antialiased lines come to mind.)  Otherwise we
wouldn't be making a valid comparison.

| ... In reality though, every IHV I've talked to stated their 
| OpenGL drivers being far more complex to maintain.

Sure, because their drivers *do* have to include all the stuff that's
important to OpenGL apps and not important to D3D apps. :-)

There's at least one other important reason.  Microsoft bears a lot of
the burden for D3D by collecting and maintaining the common code (as
well as nontechnical stuff like patent licensing and sublicensing).  SGI
didn't do that for OpenGL in the early days, and by the time it
understood the problem, most hardware vendors had already invested in
independent driver code bases for OpenGL.  So today there's not as much
sharing in the OpenGL world as there might have been.  Some improvements
are possible, though, and are being discussed in the ARB.

Allen


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[Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-02 Thread Smitty

 (oh, and please, I prefer being referred to by my first name.)
one Molton many Ian's g

From: Daniel Vogel [EMAIL PROTECTED]
To: Smitty [EMAIL PROTECTED], [EMAIL PROTECTED]
Subject: RE: [Dri-devel] Re: future of DRI? - why no one plays with
Glide3. Date: Sat, 1 Mar 2003 16:35:15 -0500

 a V3 gets smacked around by a TNT2,

FWIW, a Voodoo 3 clearly outperforms a TNT2 with Unreal Tournament 2003
(on Windows, using D3D). It's a PITA to develop for though ;)

OK how about GF256? I still have lots of cards to name. g 

Liam

it depends


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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-02 Thread Alan Cox
On Sun, 2003-03-02 at 01:55, Jon Smirl wrote:
 --- Alan Cox [EMAIL PROTECTED] wrote:
  People were saying that ten years ago. They were
  wrong then, and I suspect they are wrong now. 
 
 Looking out five years wouldn't OpenGL 2.0+ make a
 better core graphics API for Linux than XLIB? Hardware
 is certainly trending towards the 3D model.

If you care which one of the two, your higher level abstraction
is wrong IMHO.

 I'd like to see Linux turn XFree inside out. Instead
 of OpenGL/DRI being bolted onto X, bolt X onto
 OpenGL/DRI. 

Radeon already uses DRI to do some of the rendering stuff when also
doing 3D. You can choose to implement your XAA accelerations with
3D primitives, or you can go up a layer higher. There is definitely
scope for a server which treats all the 2D objects as textures. It
makes stuff like alpha a lot lot simpler but at a memory cost.




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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-02 Thread Alan Cox
On Sun, 2003-03-02 at 19:15, Allen Akin wrote:
 |  Once you get rid of the legacy stuff in OpenGL, drivers are pretty much
 |  the same level of complexity for OpenGL as for D3D.  Which is one reason
 |  why several groups are able to use OpenGL subsets for embedded apps.
 | 
 | I'll take your word for it.
 
 I'm not an expert on it -- I'm just going by what I've heard in open ARB
 discussions.  Embedded OpenGL-subset drivers are dropping below 50KB
 these days.  (Depends a lot on the underlying hardware, of course.)

Indeed Fabrice Bellard wrote an open source one, coming in at a whole
68K tar.gz. http://fabrice.bellard.free.fr/TinyGL/



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[Dri-devel] Re: future of DRI? - why no one plays with Glide3. - documentation.

2003-03-02 Thread Mike A. Harris
On Sun, 2 Mar 2003, Smitty wrote:

OK but here is my take on it, people will work on what they are
interested in, so if someone wants to work on R128 and ATI does
give out docs for that chip then they should give it to him.

Whats the chance of ATI delegating some of this function to TG, ie just
give all their hardware programmers guides etc that they are willing to
let people see to TG with the understanding that TG only allow people who
should see them to get hold of them.

I think ATI is more than capable of determining who the are and
are not willing to provide their hardware specifications to.  I
of course am not an ATI employee, and I do not know what their
detailed reasoning is for access to their hardware
specifications, nor do I care really, it's their documentation 
and they've got their own right to decide who gets what, and 
under what circumstances.


Surely TG can respond quicker than a juggernaut like ATI, and
then Jon Smirl would have got his docs already and made some
progress.

I don't think response time is an issue at all.

This also makes sense in terms of concentrating development of
OSS 3D drivers, allowing for higher productivity through
division of labour, knowledge concentration, etc, rather than
scattering the docs thinly accross the world to individuals.

It doesn't compel those who have no interest in DRI but it sure
helps those who do.

It's a no brainer that the more widely available hardware docs 
are for any hardware, the more likelyhood of them being put to 
use by one or more people in the OSS community.  That isn't a 
debateable topic I don't think.  This whole issue however has 
nothing to do with who is the arbiter of access to vendor foo's 
documentation.

Any particular vendor may or may not permit access to
some/all/none of their documentation either freely and
publically, or via NDA to specific individuals under whatever
criterion they wish to decide upon.  A bunch of people whining on 
a mailing list is not going to change that at all.

In general, someone who goes ahead and works on the code and
makes improvements WITHOUT a vendor's documentation generally has
a better chance at actually getting it.  Those who do nothing but
whine on mailing lists that they can't do work on the code
because they don't have the docs, are more likely to never see
them.

I don't think that any vendor is planning on providing hardware 
documentation widespread or to specific individuals based on a 
popular vote of some mailing list.  There are certain realities 
that people must learn to accept and to deal with, and one of 
them is that some video hardware vendors do not want to provide 
any access to their hardware specifications at all.  Others don't 
want their documentation widespread and public for whatever 
reasons they may have (none of our business really IMHO), but 
they may want to support the open source community nonetheless, 
and so they provide access to their documentation under an NDA 
agreement that they are comfortable with.  It allows them to 
protect whatever it is they're wanting to protect, and it allows 
open source progress to be made as well.  We're lucky to get 
specifications from any vendor who is willing to provide them to 
us under _ANY_ terms.

I'd love to see more vendors providing specs, and doing so more
openly, and preferably without NDAs.  Ragging on vendors who do
permit access to docs under NDA to people of their choosing, for
not providing them to the world, is more likely to dry up access
to specs for _EVERYONE_, and make binary only drivers the only
way of getting modern hardware to work.

In other words, I believe that whining about these certain
realities, is equivalent to shooting one's self in the foot.


-- 
Mike A. Harris ftp://people.redhat.com/mharris
OS Systems Engineer - XFree86 maintainer - Red Hat



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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-02 Thread Keith Whitwell
Ian Molton wrote:
On Sat, 1 Mar 2003 15:05:37 -0500 (EST)
Mike A. Harris [EMAIL PROTECTED] wrote:

Look at the 
Intel i8x0 driver for example.  The Intel specs are publically 
available, and Intel funds development of the driver.  The 
hardware is readily available too.  Yet there is not any major 
contributions to the code at all other than what is produced by 
funded development.


I think, sadly, its because the hardware is shit.

even on windows, i8x0 performs worse than a voodoo 3 by a LARGE
margin...
The newer chipsets (supported by the i830 driver) are a lot faster than the 
originals.  Additionally, the driver until recently (ie before the last lot of 
changes done by David Dawes  I) didn't do a good job of setting up tiling, 
which was vital to decent performance.

I don't have one up  running to give numbers, but they have come along 
considerably since the i810/i815.

Keith



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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-02 Thread Ian Molton
On Sun, 2 Mar 2003 11:58:44 +
José Fonseca [EMAIL PROTECTED] wrote:

  To me, thats arse backwards. It should be that the documentation
  eases people into develpoing the code. not the other way round.
 
 But there *are* specs for the Voodoo 3, so what are you complaining
 about!? I'm sorry to give such breaking news, but things just _don't_
 appear by themselves. Not a DRI driver, not documentation, ...
 *nothing*.

I wasnt complaining about the voodoo3. At the time I wanted to help fix
problems on my radeon 7500. I gave up, however, when it was clear no-one
would give me any specs at all, unless I did something like rewrite half
the driver to 'prove' myself. (the mail archives are full of stuff like
that).

 I agree that documentation is important and there is alot that can be
 done in that field, but then why don't developers-wanna-be, instead of
 whinning about lack of documentation, don't do something about it?

Because when you're a 'developer wanna-be' you dont have the knowledge
to DO anything about it.

 BTW, Doxygen documentation for a subset of the radeon driver, the core
 of Mesa, the full DRM are in the forge - under the embedded Mesa
 umbrella.

Thats a really logical place to find them. really. (well, the mesa core,
ok, but the radeon driver stuff should be under the DRI umbrella.
 
 Note that documentation only helps until a certain point. No matter
 how much documented the existing code base is,

No, its a matter of how documented the HARDWARE is. the code I dont
really care about. Not hard to figure out code.

 it will still be _hard_
 to write a driver from ground up, as it take alot of lines of code,
 and the proporcional debugging time.

Of course.



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[Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Mike A. Harris
On Sat, 1 Mar 2003, Smitty wrote:

 The 3Dfx Voodoo 3 and Banshee specs are available, as are docs 
 for other 3D hardware.  Who is working on that right now?  3Dfx 
 released the source code of Glide3 for example.  I dont think a 
 single line of code has been written for Glide3 for 2 years now.

Probably because,
3DFX is dead, 

I completely realize that 3Dfx is dead.  My point is that even 
when they were alive still at the end, there wasn't much going on 
with the 3Dfx drivers.

a V3 gets smacked around by a TNT2, 

Not with open source drivers it doesn't.

Glide is not neccessary if you have OpenGL or DirectX, 
and Glide is low level 3dfx only.

I'm also well aware of that.

A useless API for old and slow not to mention dead technology.

Yes, it is.  But you missed my point.  The point being that code 
exists and nobody is hacking on it.  I'm not *blaming* anyone.  
Volunteers work on what volunteers are interested in working on.  
That's obviously not Glide3.  Point is, there is code and docs 
that have been available to people that have not seen much 
contributions at all except by funded development.  Look at the 
Intel i8x0 driver for example.  The Intel specs are publically 
available, and Intel funds development of the driver.  The 
hardware is readily available too.  Yet there is not any major 
contributions to the code at all other than what is produced by 
funded development.

This is hardware that is brand new, and by a company that is not 
dead.  Forgive my bad example of choosing 3Dfx and Glide3.


Which is probably why Molton is trying to instigate a divorce
from Glide for the V3.

I certainly support that move.  Anholt was working on Glide3 
recently a bit as well.  I dunno how far he got, but I've been 
meaning to ask.



-- 
Mike A. Harris ftp://people.redhat.com/mharris
OS Systems Engineer - XFree86 maintainer - Red Hat



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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Philip Brown
On Sat, Mar 01, 2003 at 03:05:37PM -0500, Mike A. Harris wrote:
 On Sat, 1 Mar 2003, Smitty wrote:
 a V3 gets smacked around by a TNT2, 
 
 Not with open source drivers it doesn't.

got some specs on how the V3 performs, with glxgears?

google only pulled up results from someone who said their setup seemd to
not be configured properly.
(68 FPS)



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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Ian Molton
On Sat, 1 Mar 2003 15:05:37 -0500 (EST)
Mike A. Harris [EMAIL PROTECTED] wrote:

 Look at the 
 Intel i8x0 driver for example.  The Intel specs are publically 
 available, and Intel funds development of the driver.  The 
 hardware is readily available too.  Yet there is not any major 
 contributions to the code at all other than what is produced by 
 funded development.

I think, sadly, its because the hardware is shit.

even on windows, i8x0 performs worse than a voodoo 3 by a LARGE
margin...


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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Martin Spott
Mike A. Harris [EMAIL PROTECTED] wrote:
 On Sat, 1 Mar 2003, Smitty wrote:

Which is probably why Molton is trying to instigate a divorce
from Glide for the V3.

 I certainly support that move.  Anholt was working on Glide3 
 recently a bit as well.  I dunno how far he got, but I've been 
 meaning to ask.

Ian Molton got a Voodoo3 3k from me but he yet did not manage to have the
time for necessary work on that,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--


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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Ian Molton
On Sat, 1 Mar 2003 03:56:42 +0200
Smitty [EMAIL PROTECTED] wrote:

 
 Which is probably why Molton is trying to instigate a divorce from
 Glide for the V3.

Well, more a merge of glide into the driver, at least short term.

(oh, and please, I prefer being referred to by my first name.)

I have two other projects taking precedence right now though, sadly.

I *do* intend to get it going though.


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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Antonino Daplas
On Sun, 2003-03-02 at 04:05, Mike A. Harris wrote: 
 On Sat, 1 Mar 2003, Smitty wrote:
 
 Yes, it is.  But you missed my point.  The point being that code 
 exists and nobody is hacking on it.  I'm not *blaming* anyone.  
 Volunteers work on what volunteers are interested in working on.  
 That's obviously not Glide3.  Point is, there is code and docs 
 that have been available to people that have not seen much 
 contributions at all except by funded development.  Look at the 
 Intel i8x0 driver for example.  The Intel specs are publically 
 available, and Intel funds development of the driver.  The 
 hardware is readily available too.  Yet there is not any major 
 contributions to the code at all other than what is produced by 
 funded development.
 

I think the Intel 8x0 is also a bad example.  Precisely because the
XFree86 and DRI drivers are funded by Intel that volunteer work shifts
to other areas (fbdev, DirectFB).  Secondly, these old Intel chipsets
are not a natural choice for doing 3D (70-100 fbs with glxgears :-). Not
worth concentrating on with regards to 3D. 

AFAIK, there are at least 2 versions of the i810 framebuffer driver
publicly available, both of which are not possible without the public
docs.

For the more popular cards, volunteer work exists, not in the hundreds,
but significant enough to make a dent.  Take Matrox for instance.  A
significant amount of code is contributed with regards to DirectFB and
mplayer.  Once in a while, people will request for specifications
concerning ATI cards in various mailing list.  Whether they'll spend
significant developer effort is anyone's guess.

I'm not advocating open sourcing hardware specs.  If manufacturers do,
that's excellent.  If they don't, I respect that decision. 

Tony



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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Antonino Daplas
On Sun, 2003-03-02 at 07:11, Linus Torvalds wrote:
 
 On 2 Mar 2003, Antonino Daplas wrote:
  
  AFAIK, there are at least 2 versions of the i810 framebuffer driver
  publicly available, both of which are not possible without the public
  docs.
 
 I don't think that answers Mike's criticism that open-source developers 
 don't tend to work on DRI.
 
 And I think he's right. The reason you find open-source people working on 
 fbdev and mplayer etc is because those tend to be _easier_ projects to get 
 into. 
 

Don't get me wrong, I completely agree with Mike when he said that, to
paraphrase,  hundreds will not flock to code for DRM except for a stout
few. I just meant that nobody is contributing to i810 development
because it is a dead-end chipset for DRI.  However, I still believe
enough in open source that if Intel did not provide drivers for them,
nor pay a coder to do it, someone in the multitude will.  

Tony



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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Alan Cox
On Sat, 2003-03-01 at 23:11, Linus Torvalds wrote:
 Quite frankly, DRI is the project from hell when it comes to getting 
 into it, and I think that's largely because you have to have all the 
 pieces in place to get something working, and you have to understand a 
 wide range of different issues (you can't just understand hardware, you 
 also have to have some understanding of OpenGL).

In addition even if you know the pieces its a lot of work to make it do
anything - but getting better. DRI now has credible documentation but it
still has stuff like each card using its own vertex arrays, texture
manager and the like.

Thats one reason I'd love to see the C++ framework proposed. Hell I can
draw triangles on my SiS6326, its just there isn't a way to plug that
code into an existing framework yet.

 Add to that the fact that for many of the common chipsets documentation is
 hard to get (common here not being in absolute numbers, but in the kind
 of hw that people who are really interested in 3D would want to buy), and
 it's no wonder that there aren't that many people working on it - there
 are just a lot of things working _against_ new people.

Old SiS - public
Trident - public

Drivers - none.

 I _suspect_ that the fact that most modern graphics cards are designed
 mainly for DirectX might make the whole thing slightly worse (ie just from
 causing some additional disconnect between what the hardware does and what
 the interfaces are).

DirectX affects 2D mostly - it means some of the line drawing hardware
is broken for X.

 A simpler, more direct, infrastructure to the low-level driver might help. 
 I suspect that is why MS started doing D3D in the first place, 

Mesa vertex lists seem suspiciously D3D like to me



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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Alan Cox
On Sat, 2003-03-01 at 20:28, Philip Brown wrote:
 got some specs on how the V3 performs, with glxgears?
 
 google only pulled up results from someone who said their setup seemd to
 not be configured properly.
 (68 FPS)
 

On the voodoo gears is a fine way to measure your monitor refresh rate. The
voodoo is suprisingly snappy. Even my old Voodoo2 beats the Matrox G400


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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Linus Torvalds

On 2 Mar 2003, Alan Cox wrote:
 
 Thats one reason I'd love to see the C++ framework proposed. Hell I can
 draw triangles on my SiS6326, its just there isn't a way to plug that
 code into an existing framework yet.

I think this is the perfect example of hard to get into. A person who
knows what he's doing, has documentation, hardware and motivation, and
_still_ finds it hard to actually get started at doing anything.

Yeah, you can't expect to get Doom 3 working overnight. But if there was 
some _simple_ way to get some very basic initial stuff working in a 
driver, that might make people more able to get into it.

Linus



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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Jon Smirl
--- Linus Torvalds [EMAIL PROTECTED] wrote:
 A simpler, more direct, infrastructure to the
 low-level driver might help. 

X has served us well for a long time but I just don't
think it is sufficient to be the standard video
platform for desktop Linux over the next ten years.
We're not going to replace X overnight, but we need a
path to slowly evolve it. I am amazed at the rate of
change in the kernel, but X hardly seems to change at
all. How can we speed things up?

I agree that X is very complicated to work on. Mozilla
has the same problem, everything is connected to
everything. There is no way to work on a piece of
Mozilla without working on the whole thing. Mozilla is
trying to fix this but they still have a long ways to
go.

For me, a layered approach where each piece can be
compiled, used and tested independently would make X
much more manageable.  Something like this:

Kernel level - fusion of DRM and FB, libDRM
OpenGL - Mesa + DRI
Xserver
rest of X

I'm sure people with more experience on X can divide
it in a better way, but the key is in dividing it into
smaller, more digestible chunks. These layers need to
build and run independently.

The DRI tree has close to 10,000 files in it right now
and DRI isn't even a complete X tree. That's an awful
lot of code to read and understand as a single
package. 

=
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[EMAIL PROTECTED]

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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Alan Cox
On Sun, 2003-03-02 at 00:56, Jon Smirl wrote:
 X has served us well for a long time but I just don't
 think it is sufficient to be the standard video
 platform for desktop Linux over the next ten years.

People were saying that ten years ago. They were wrong
then, and I suspect they are wrong now. Too many people
think X11 == XFree86. XFree86 is an *implementation* 
(arguably two with kdrive) of X11.

 change in the kernel, but X hardly seems to change at
 all. How can we speed things up?

X changes, its just its very good at not breaking stuff
and Xfree itself tends to be deeply conservative, perhaps
overly so. XFree86 has been acquiring render extensions,
rotation, resize on the fly, a sophisticated security model
for partitioning untrusted applications, and much more, its
just nobody noticed most of these except maybe the new
font stuff. 

 I agree that X is very complicated to work on. Mozilla

2D XFree86 is *easy* to work with. It took me a day to learn
how to write input drivers, it took me a couple of days to
learn how the X driver model worked to rewrite the Cyrix driver
to actually work. You can write a 2D Xserver in under a week.
You might spend a while longer debugging it because all the 
hardware has crazy bugs.

2D XFree you copy a driver example, fill in your PCI idents
and your mode switch code. Compile, debug and you have an
unaccelerated X server. You plug in a set of standard Xaa
routines one at a time and you get more and more acceleration.
You copy the Xv example code fill in the blanks and you get
video overlay support.

Since XFree 4.0 you don't have to touch the core code, you
don't have to duplicate a ton of stuff and you don't need
to know zip about DDX, MI and the other core layers.

Alan



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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Jon Smirl
--- Alan Cox [EMAIL PROTECTED] wrote:
 People were saying that ten years ago. They were
 wrong then, and I suspect they are wrong now. 

Looking out five years wouldn't OpenGL 2.0+ make a
better core graphics API for Linux than XLIB? Hardware
is certainly trending towards the 3D model.

I'd like to see Linux turn XFree inside out. Instead
of OpenGL/DRI being bolted onto X, bolt X onto
OpenGL/DRI. 



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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Linus Torvalds

On 2 Mar 2003, Alan Cox wrote:
 
 Since XFree 4.0 you don't have to touch the core code, you
 don't have to duplicate a ton of stuff and you don't need
 to know zip about DDX, MI and the other core layers.

Yeah, I don't think regular X is problematic. The Xv stuff used to be
quite messy, but even that seems simpler these days (although I also 
haven't had any real reason to worry about it any more, so maybe I just 
_think_ it's cleaner these days).

The lack of commit rights to the X tree might be a problem for some, but I 
don't think regular 2D X has anywhere _near_ the kind of lack of people 
and time that DRI ends up having.

Partly because the problem set is simpler, I'm sure. But also largely 
because the abstraction issues _have_ been worked on for a long time and 
it's just easier to do a driver these days as a result.

Linus



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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Linus Torvalds

On Sat, 1 Mar 2003, Jon Smirl wrote:
 
 I'd like to see Linux turn XFree inside out. Instead
 of OpenGL/DRI being bolted onto X, bolt X onto
 OpenGL/DRI. 

It might not even be that painful to try.  X largely should support things
like that simply thanks to the fact that people have already worked hard
at embedding X on top of other things, notably the X on Darwin stuff. And 
with Keith already having an embedded DRI working on top of fbdev..

The proof is in the pudding. 

Linus



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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Allen Akin
On Sat, Mar 01, 2003 at 03:11:06PM -0800, Linus Torvalds wrote:
| 
|   ... you have to understand a 
| wide range of different issues (you can't just understand hardware, you 
| also have to have some understanding of OpenGL).
| ...
| Look at the size of a 3D driver today, and _especially_ look at how it 
| actually needs at least three totally separate parts - the generic OpenGL 
| part, the card-specific part, and the kernel part. None of which are in 
| any way independent from each other (the generic OpenGL part should be, 
| but as can be seen from what both Nvidia and ATI have done, it ends up 
| being tied into the low-level driver _anyway_ because of issues like 
| feature reporting).

This is largely because there's a *much* greater emphasis on performance
in the 3D world than in the 2D world.  There's too much competitive
advantage to be gained by exposing hardware peculiarities and by
avoiding certain kinds of abstraction.

For example, it's usually too expensive (in terms of call overhead and
data transfer/reformatting) to use layering as technique for driver
implementation.  3D systems tend to have vertical modules rather than
layers -- selected execution paths are mapped as closely to the hardware
as possible.  This means that there's a lot of device-dependent code
starting right underneath the API, and consequently less code shared
between drivers.

Graphics programmability eliminates layering altogether and moves
application logic very close to the hardware, at least until the Wheel
of Reincarnation spins again.  :-)

| A simpler, more direct, infrastructure to the low-level driver might help. 
| I suspect that is why MS started doing D3D in the first place...

There were two key factors that led to D3D:  A lack of technical
understanding of 3D (leading some people at MS to claim that OpenGL
could never be used for games), and a business model that required
monopoly control of the API (in order to force the hardware to be
commoditized).

As Microsoft learned what it was doing wrong technically, D3D rapidly
appropriated features and design concepts from OpenGL.  Around DX7 it
reached parity on the things that were necessary for gaming, and started
to diverge rather than converge.

D3D adopted programmability more quickly than OpenGL.  There were many
reasons for this, but a couple of interesting ones are (1) once D3D no
longer had a target to copy, it was less clear which special-purpose
functionality should be put into the API, so general-purpose
programmability offered a way forward; and (2) Microsoft's business is
based on product differentiation in software rather than in hardware.

Once you get rid of the legacy stuff in OpenGL, drivers are pretty much
the same level of complexity for OpenGL as for D3D.  Which is one reason
why several groups are able to use OpenGL subsets for embedded apps.

Allen


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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Linus Torvalds

On Sat, 1 Mar 2003, Allen Akin wrote:
 
 This is largely because there's a *much* greater emphasis on performance
 in the 3D world than in the 2D world.  There's too much competitive
 advantage to be gained by exposing hardware peculiarities and by
 avoiding certain kinds of abstraction.

Well, hey, that used to be the answer for 2D too. A lot of people thought
that the layering in XAA would hurt performance.

I think you're right, but I also think it's all partly because hw changes 
are stil happening at breakneck speeds, and so the equation keeps on 
changing on what the right layering is.

At some point that won't be true any more. And maybe it's just me, but
with programmable vertex and pixel shaders it looks like the onus is
shifting onto the _user_, and it's more likely that the hardware designs
won't be changing as radically as they used to.

 For example, it's usually too expensive (in terms of call overhead and
 data transfer/reformatting) to use layering as technique for driver
 implementation.

I'm actually not a huge fan of layering as a technique anyway - the fact 
is, the upper layers just tend to do the wrong things. 

But you can have high-level helper functions - things that aren't called 
directly the generic layer, but that exist solely to make it easier to 
build up a driver.

If and when a driver decides that they can do something better _without_
the help of generic code, it just expands the functionality itself -
without breaking anything else, and without taking the overhead of having
to go through any generic code that conditionally calls to the direct
stuff.

This is largely what the Linux kernel approach to filesystems usually is
(the exception being pathname lookup, which is just something that the VFS
layer does on its own, and the filesystem is required to play along with
the VFS rules).

So each filesystem gets to do its own read() however the hell it wants
to, but the VFS layer exports helper functions that 95% of all filesystems
use, and thus they don't usually actually need to do much. Almost all 
filesystems use the generic_file_read() function directly, for example.

The flexibility is that the helper functions end up working more like 
available templates, rather than forcing the VFS layering down the throat 
of a filesystem. I think a similar approach works just about anywhere, 
except it's usually _harder_ to come up with good helper functions than it 
is to just force subsystems to act some way.

 Once you get rid of the legacy stuff in OpenGL, drivers are pretty much
 the same level of complexity for OpenGL as for D3D.  Which is one reason
 why several groups are able to use OpenGL subsets for embedded apps.

I'll take your word for it.

Linus



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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Mike A. Harris
On Sat, 1 Mar 2003, Jon Smirl wrote:

X has served us well for a long time but I just don't
think it is sufficient to be the standard video
platform for desktop Linux over the next ten years.
We're not going to replace X overnight, but we need a
path to slowly evolve it. I am amazed at the rate of
change in the kernel, but X hardly seems to change at
all. How can we speed things up?

I believe it can be done by creating an X devlopment
community/environment that is more conducive to future progress,
and more open, accepting, and encouraging of new developers. The
DRI project IMHO works pretty good in this aspect for ages now.


For me, a layered approach where each piece can be
compiled, used and tested independently would make X
much more manageable.  Something like this:

Kernel level - fusion of DRM and FB, libDRM
OpenGL - Mesa + DRI
Xserver
rest of X

I'm sure people with more experience on X can divide
it in a better way, but the key is in dividing it into
smaller, more digestible chunks. These layers need to
build and run independently.

I can't agree more.  I think X should be broken into several 
pieces personally that are independant of each other.  The 
drivers should be decoupled from the huge monolithic sources 
IMHO, and built separately against a DDK of some kind.  Not 
unlike the existing XFree86 sdk that I don't believe anyone 
uses currently.  I'm investigating this currently in my 
tinkerings.  I'd like to split up X sources sometime in the 
future into at least:

1) fonts
2) docs
3) video drivers
4) various applications not needed at X server build/install time
5) X server and everything else

That's just phase 1 idea.  I think it oculd be broken down much 
finer than that.  The benefits IMHO would be large.


The DRI tree has close to 10,000 files in it right now
and DRI isn't even a complete X tree. That's an awful
lot of code to read and understand as a single
package. 

Agreed.


-- 
Mike A. Harris ftp://people.redhat.com/mharris
OS Systems Engineer - XFree86 maintainer - Red Hat



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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Ian Molton
On Sat, 1 Mar 2003 15:11:06 -0800 (PST)
Linus Torvalds [EMAIL PROTECTED] wrote:

 
 Quite frankly, DRI is the project from hell when it comes to getting 
 into it, and I think that's largely because you have to have all the 
 pieces in place to get something working, and you have to understand a
 
 wide range of different issues (you can't just understand hardware,
 you also have to have some understanding of OpenGL).

No, if that was all, it wouldnt be so bad...

The project has no real documentation, theres no support from anywhere,
and there is little help from hardware manufacturers. Even where there
is, it doesnt encourage people to join in.

With DRI you need to 'prove' you have manly balls by blindly fixing
something without any documentation. only then will you stand any chance
of ever seeing any documentation.

To me, thats arse backwards. It should be that the documentation eases
people into develpoing the code. not the other way round.


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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Daniel Vogel
On Sat, 1 Mar 2003, Allen Akin wrote:

 Once you get rid of the legacy stuff in OpenGL, drivers are pretty much
 the same level of complexity for OpenGL as for D3D.

I guess you also had to take away mandatory software fallbacks and the 
imaging subset. In reality though, every IHV I've talked to stated their 
OpenGL drivers being far more complex to maintain.

-- Daniel, Epic Games Inc.



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Re: [Dri-devel] Re: future of DRI? - why no one plays with Glide3.

2003-03-01 Thread Philip Brown
On Sun, Mar 02, 2003 at 12:57:42AM -0500, Daniel Vogel wrote:
 I guess you also had to take away mandatory software fallbacks and the 
 imaging subset. In reality though, every IHV I've talked to stated their 
 OpenGL drivers being far more complex to maintain.
 

The question is does that really mean one or both of,

1) we have to pay our OpenGL developers more

2) we dont have enough people on staff who understand OpenGL -- all
our people are trained on the latest microsoft stuff as #1 priority



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