There will be a PIO interface. I just want to discourage its use. The DMA interface will have packets whose contents correspond to registers. Otherwise, you have it exactly right.
On Sun, 30 Jan 2005 04:35:08 -0500, Daniel Phillips <[EMAIL PROTECTED]> wrote: > On Sunday 30 January 2005 04:01, Nicolas Capens wrote: > > That looks great Nicolai! > > > > Are we any step closer to an API with this? I'd really love to work > > on the OpenGL interface after my exams. Should every OpenGL state > > change just translate to a bunch of register writes? How will > > textures and vertex data be managed, in the software model? > > Well, the way I'd like to see it and the way I thought Timothy intended > is, you load up a DMA buffer full of commands and let it go. The next > OpenGL command arrives and you look to see if there's room in the DMA > buffer, if so throw it in, bump the DMA limit register and let it go > some more. Otherwise sleep and wait for an interrupt that says the DMA > buffer is mostly drained. Next to no registers needed, just the DMA, > some status and some I overlooked. No drawing registers. > > That doesn't in any way negate the value of this work. > > Regards, > > Daniel > _______________________________________________ > Open-graphics mailing list > [email protected] > http://lists.duskglow.com/mailman/listinfo/open-graphics > List service provided by Duskglow Consulting, LLC (www.duskglow.com) > _______________________________________________ Open-graphics mailing list [email protected] http://lists.duskglow.com/mailman/listinfo/open-graphics List service provided by Duskglow Consulting, LLC (www.duskglow.com)
