From: Geert U. <ge...@li...> - 2001-03-12 11:15:34
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On Mon, 12 Mar 2001, Sven LUTHER wrote: > On Sat, Mar 10, 2001 at 01:56:07AM -0800, James Simmons wrote: > > >> Using a image blitter you can translate that data from normal RAM to > > >> the video card memory. The nice thing about a image blitter is you can > > >> do depth translations (mono to depth X). > > > > > >Yes, that was killed my current (test) implementation : 16 colors > > >mean 16 copies of each glyph. Yuck (8 Mb for 512 glyhs, 16x16 32bpp) > > > > I agree with you about the PCI bus. Slow to go over. I want to maximize > > fbcon as much as possible. I'm working on the removal of the > > console_spinlock so we can use DMA. This will greatly speed up fbcon. I > > Err, ... > > so this would mean using the drm/dri stuff for doing DMA ? > > what about cards that don't have drm support yet ? > > Or will we just mess up things if we want to run simoultanous with > X+Accelerated OpenGL ? > > Will this enable us to do accelerated Mesa on fbdev ? [...] > Textures is only one of the way of doing this. I guess games oriented 3dfx HW > will only have textures, and not dedicated 2d font mapping stuff, like bitmap > expansion or direct glyph writing ? Before we go to far into this discussion, all we want is a (fast) text console implementation. That means - rectangle copy - rectangle fill - monochrome expansion for text drawing - pixmap drawing for penguin No OpenGL, mesa, DRM, DRI, textures, ...! Gr{oetje,eeting}s, Geert -- Geert Uytterhoeven -- There's lots of Linux beyond ia32 -- ge...@li... In personal conversations with technical people, I call myself a hacker. But when I'm talking to journalists I just say "programmer" or something like that. -- Linus Torvalds |