--- Michel Dänzer <[EMAIL PROTECTED]> wrote:
> On Fri, 2003-09-26 at 18:16, Alex Deucher wrote:
> > 
> > 1.  looking at the mga textured video code, it disables the DRI
> when it
> > is in use.  is there any reason for this?  is it possible to use
> the
> > texture engine for Xv and DRI at the smae time.  It seems like it
> > should.  
> 
> I agree.
> 
> > When implemeting this on radeon, would I have to use the CP
> > to program the texture registers or could I use MMIO?  
> 
> Using the 3D engine without the CP is hard if not impossible.

how do 2D, 3D, CP, etc fit together.  I take it the CP is mainly a
queue for 3D commands, but can also process register writes?  I
understand how the to issues commands for 2D to the CP, but how does 3D
work?  The DRI driver seems very foreign by comparison.  having looked
it over it guess the various functions queue up 3D commands which are
then flushed to the 3D engine at some point.  where do that commands
get flushed?  can I just use the texture commands or do I need to
recreate the commands to create a quad first and then the texture? 
Could some one maybe sketch out the call order do to something like
this in the DRI? 

Like:

RADEONCreateQuad()
RADEONCreateTexture()
RADEONBindTexture()
RADEONRenderObject()

or something like that. so I can get an idea of what all needs to be
done.

Is there a reference that explains what each file in the 3D driver does
and how they fit together?
  
like: 

card_tex.c - texture functions used to allocate and render textures
created in card_xxx.c
card_span.c - does X on objects from card_yyy.c
card_screen.c - does Y
card_state.c - 
etc.

I have a general idea based on the names, but I can't see exactly how
they all fit together.

if someone can better fill me in on this I'll write a intro to 3D
engines and DRI code page for the DRI wiki.

> 
> > I've been toying with the idea of converting the existing Xv code
> to CP 
> > anyway, however if you disabled the DRI and wanted to use the
> overlay or 
> > the texture engine you'd need an MMIO code path at least.
> 
> The register write macros could be changed (or new ones added) to use
> the CP transparently when appropriate.

do you mean like psuedo-MMIO using the CP?  or just other macros like
the 2D accel code uses (OUTRING() and such).  is it possible to use the
3D engine at all when the DRI is not enabled?

> 
> 
> > 3.  Is there a limit on the number of textures on radeon?  How many
> Xv
> > ports should I allow for the texture engine?  I think mga allows
> 32,
> > although that might have been an arbitrary decision.
> 
> Yes, I don't think there's a limitation other than the amount of
> video
> RAM.
> 
> 
> > 4.  Can the overlay and the texture engine Xv adapters co-exist?
> 
> I don't see why they couldn't. AFAIK other drivers offer both types
> of
> adaptors simultaneously.
> 
> 
> I hope others will fill in the questions I didn't feel competent
> enough
> to answer.
> 
> 
> As a bonus, once you've solved all the issues involved, adding some
> RENDER extension acceleration should be trivial. :) I played with
> that a
> little but never found the time to get it very far.
> 

And maybe windows with alpha channels one day ;)
Do you have any code (however broken) I could look at?


Thanks,

Alex


__________________________________
Do you Yahoo!?
The New Yahoo! Shopping - with improved product search
http://shopping.yahoo.com


-------------------------------------------------------
This sf.net email is sponsored by:ThinkGeek
Welcome to geek heaven.
http://thinkgeek.com/sf
_______________________________________________
Dri-devel mailing list
[EMAIL PROTECTED]
https://lists.sourceforge.net/lists/listinfo/dri-devel

Reply via email to