--- Ville Syrjälä <[EMAIL PROTECTED]> wrote:
> Is still don't understand this point. Why do you need to define a primary 
> API? The DRM isn't really tied to OpenGL in any way so the common API is 
> the DRM API. People should be able to implement any API on top of DRM.
> 
> And speaking of the DRM API I feel it is too heavy currently. I would 
> really like something that didn't need much (if any) device specific init 
> code in user space.

It is always a trade off deciding what goes in the kernel and what's in user
space. If we put everything thing in the kernel driver we're going to end up
with a 1MB device driver. I've been trying to pull everything I can out of the
device driver and into user space. Code in user space can swap and move around
unlike kernel code. 

Anything that directly touches the hardware is staying in the kernel. Also
things that are security related, like DMA setup, is also staying in. Stuff like
EDID decoding and mode computations are in user space, with a final IOCTL to set
the registers.

You're right that DRM is not tied to the OpenGL API. But what about things like
memory management of the video RAM and AGP space? Right now that is happening
inside of the OpenGL libraries.

Also note that the DRM interface is different for each board. There is no 'draw
circle' entry point to DRM. So it is possible to implement another API on top of
DRM but you will need to coordinate memory management and do a different version
for each DRM driver.

=====
Jon Smirl
[EMAIL PROTECTED]

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