From: James S. <jsi...@ac...> - 2000-03-05 03:47:55
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> > I think this shoudl go on the web page. > > There is a lot of stuff that should go on the web page: > > * Links to prevous console work: > * Voitchek(sp?)'s unified input device work > * fbcon/fbdev stuff > * EvStack/GGI Console stuff > * KGI console stuff > * ...other links... > > * Analyses of the current console and its problems (FAQs) > > * Links to info on how other Un*xen handle their console subsystem designs Very nice? > That's not nearly enough info IMHO. This "just go ahead and write > something and I'll either accept it or not" system causes coders to waste > a lot of time implementing ideas which are later shot down by Linus. And > since the console subsystem is one of the more fundamental and critical > parts of the kernel, I suspect that Linus will in fact have a lot of > requirements that he'll want met, both in terms of design and coding > methodology. All he needs to do to eliminate the bulk of this uncertainty > is give some simple answers to these questions: Your right. I will talk to linus about this. > * Must we "morph" fbcon/fbdev into the new console system, one tiny patch > at a time, or can we make larger and more radical changes a la devfs? > The latter would be much easier on the console coders, but might cause > Linus more hassles. Or it might not, especially if we take care to see > that it doesn't. Morph a small piece at a time. Try not to break any drivers. This is what I'm doing for fbdev. Its slow and painful but it works. > * If we must implement the new console by parts, what is the largest > acceptable size of the parts, and in what order should these be worked on? I think some code clean up for the console system. A good example is the vt_struct, struct vc_data and then struct vc. This really needs to be cleaned up. If this can be done without breaking the current console drivers this would be a plus. Merge these into one universal data struct. Keep up the input suite started by Vojtech. Do what I have been doing with fbdev. Move the console dependent code up out of the input devices into the console system. > * To what extent, if any, is it acceptable to integrate the new console > stuff and kernel graphics handling? Obviously the two topics are closely > related in some ways, so how do we handle this? Well the important thing is to ensure the graphics engine is executed only by a process on the local console. This is required for /dev/graphics on SGI workstations. > See above. We already have a LOT of console, abstract messaging > and abstract input device code available. The best thing Linus can do for > us is to _quickly_ tell us which ideas he will _not_ accept, so we can > avoid dead-ends and wasted coding effort. I will talk to him. > No, and I would not propose such a thing. Obviously the new > console system must preserve the current abstractions, probably by > encapsulation and extension as devfs does. If Linus wants to preserve the > concept of a TTY, fine. All we need to do is define the concept of a > 'head', and we can use that as our basic unit of binding context for VTs, > multiheading, etc. Okay. "Look its a text editor, not its a OS, no it Emacs" James Simmons ____/| fbdev/gfx developer \ o.O| http://www.linux-fbdev.org =(_)= http://linuxgfx.sourceforge.net U |