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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
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