From: Petr V. <VAN...@vc...> - 2000-03-02 16:47:08
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On 2 Mar 00 at 10:49, James A Simmons wrote: > > > 1: What do we need? > > > * Better multiheading, > > Each head should have it's own console. Is this already being worked on > > now? > Note really. The current implementation is we have 32 consoles and we map 64... > a x amount to one fbdev head. Then a Y amount to another fbdev head etc. > > > * Cleaner and more abstract [virtual] console representation, > > I like the idea of moving /dev/fbx to /dev/fb/fbx/,fbx+1/... and each head > > having it's own VTs. > I do like the idea of having VT pools to each head. This way these VTs > keep out of each others way. It should be (using devfs) > /dev/head0/vc/1 > /dev/head0/vc/2 > ... > /dev/head1/vc/1 > /dev/head1/vc/2 > The only thing is figureing out which head we are on. Thus we need a > /dev/vc/0 that tells us that. I do not see, what this bring to normal user or to kernel code. I can understand that we may want to have per-keyboard mapping from 1..24 -> global VC number, but I do not see reason why I cannot move VC from one head to another. Do not forget that only minority of users will run boxes in dangerous environment where you want strictly splitted head0 user/resources/... from head1 user/resources. In most applications you just have two keyboards and two monitors. And you want to select two of your 64 VCs to be visible/controllable at one time... > > I don't think this will be easily backward compatible > > and are there possible race conditions with each head having it's own VTs? > No. Even less since we don't have to locks for two different heads trying > to execute the same code. With each VT pool only one VT is active at a > time. You should not lock VT pool, but one VT. And for console switch, you must obtain lock on current VT, future VT and, - if we'll write it that way - on framebuffer. But locking current VT can lock fb implicitly. > > > * fbcon backwards compatibility, > I'm working on that now with the new fbdev API. 'New fbdev API' does not look like backward compatibility stuff. > > > * Abstract input devices and event flow graphing, > > > * ...others... > > How does this fit in with DRI (I'm unable to find decent documentation)? > > Are gfx and DRI trying to do the same thing? > register and draw a triangle. Its composed of ~50 APIC which allow it to > have a very deep parrallel graphics pipeline. You can't even just mmap the > MMIO regions on a SGI workstation. Some of memory space is cached and some > is uncacheable. SGI graphics hardware often uses both types of memory. > Thus you need to use a ioctl call to mmap a region. Enough on that. More I think about this, more I believe that we should split problems on per-driver basis to userspace and kernel, and create userspace library providing an industry interface (OpenGL(, DirectX) or ...). From what I see graphics engines are way too different to put all emulation into kernel (in other way, I do not believe in DRI future, unless it is more powerfull than I think (I tried to get some info about that company and their products after press release from Jan 12 that PI will write Matrox drivers for Linux, but I failed... maybe I choosed wrong email)). Best regards, Petr Vandrovec van...@vc... |