Re: XRENDER extension docs?

2003-02-27 Thread Sven Luther
On Wed, Feb 26, 2003 at 05:06:48PM -0800, Kendall Bennett wrote:
 Kurt Wall [EMAIL PROTECTED] wrote:
 
  Feigning erudition, Kendall Bennett wrote:
  % Hi Guys,
  % 
  % Is thete any documentation on the XRENDER extension and more specifically 
  % the Matrox implementation of it? Do any other drivers other than the 
  % Matrox driver implement this extension?
  
  http://www.xfree86.org/~keithp/render/
  
  $XFREE86ROOT/lib/X11/doc/render-protocol.txt
 
 Awesome, thanks! That gives a bit more information, but it doesn't really 
 describe how the XAA drivers can accelerate the XRENDER extension. It 

Yes, it would indeed be great if the XAA.HOWTO would be expanded by a
new paragraph speaking about the XRENDER acceleration hooks. There is
already the xaa.h which gives some info, but a discution of the hooks
would be welcome.

Friendly,

Sven Luther

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Re: XRENDER extension docs?

2003-02-27 Thread Keith Packard
Around 9 o'clock on Feb 27, Sven Luther wrote:

 Yes, it would indeed be great if the XAA.HOWTO would be expanded by a
 new paragraph speaking about the XRENDER acceleration hooks. There is
 already the xaa.h which gives some info, but a discution of the hooks
 would be welcome.

The current Render acceleration hooks are pretty low level; we need to 
spend some time designing a more comprehensive interface.  The trouble is 
that Render provides so little structure to build upon, unlike the core 
protocol.

We can place additional structure inside the render code and XAA to break 
down the current interface into more reasonable functions.  However, it's 
hard to get excited about building accelerated implementations without a 
comprehensive test suite and when the spec is still a bit in flux.  I've 
been working on the test suite with some students, but there's a steep 
learning curve and so not much progress has been made yet.  

The spec is almost finished as well; I've got to go rewrite the trapezoid
specification to match our current thinking and I'd like to add some image
transport requests.  The trapezoid part won't have much of an effect on 
the architecture of any acceleration internals, but image transport may 
need to be exposed all the way to the bottom of the system.

-keith


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Re: XRENDER extension docs?

2003-02-27 Thread Kendall Bennett
Keith Packard [EMAIL PROTECTED] wrote:

  Yes, it would indeed be great if the XAA.HOWTO would be expanded by a
  new paragraph speaking about the XRENDER acceleration hooks. There is
  already the xaa.h which gives some info, but a discution of the hooks
  would be welcome.
 
 The current Render acceleration hooks are pretty low level; we
 need to spend some time designing a more comprehensive interface. 
 The trouble is that Render provides so little structure to build
 upon, unlike the core protocol. 

Ok, so it is a little early yet to start implementing this in our 
drivers? Or should we just implement what the Matrox driver is doing and 
follow that model for now (ie: just alpha blits)?

 We can place additional structure inside the render code and XAA
 to break down the current interface into more reasonable
 functions.  However, it's hard to get excited about building
 accelerated implementations without a comprehensive test suite and
 when the spec is still a bit in flux.  I've been working on the
 test suite with some students, but there's a steep learning curve
 and so not much progress has been made yet.  

Ok. What stuff other than alpha blits (for fonts and menus) does XRENDER 
provide anyway? I am a little unclear on that right now.

Also I have been wondering about the accelerated anti-aliased text. Is 
all anti-aliased text in XFree86 done via the XRENDER extension and alpha 
blits? It is possible to implement accelerated anti-aliased text using 
simple 4-8 levels of mono bitmap blits using FreeType (that is what we 
used for it in our MGL graphics library). It is slower than regular text 
(and probably slower than alpha blits in hardware), but way faster than 
doing alpha blits in software when there is a hardware mono blit function 
to use. Has anyone considered using that style of interface for anti-
aliased text in XFree86?

Regards,

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Re: XRENDER extension docs?

2003-02-27 Thread Keith Packard
Around 10 o'clock on Feb 27, Kendall Bennett wrote:

 Ok, so it is a little early yet to start implementing this in our 
 drivers? Or should we just implement what the Matrox driver is doing and 
 follow that model for now (ie: just alpha blits)?

I think the interfaces currently provided by XAA will probably remain 
usable, so you might as well implement them.

 Ok. What stuff other than alpha blits (for fonts and menus) does XRENDER 
 provide anyway? I am a little unclear on that right now.

Render does three things:

1) Image compositing

2) Trapezoids (and triangles)

3) Glyphs

However, the image compositing function has a lot of functionality buried
inside, including projective image transformations, solid fills and tiling.
Plus, trapezoids and glyphs are defined in terms of image compositing, so
in the MI implementation, they are implemented on top of the basic
Composite function.

My thought is that we'll want to have the XAA 'Composite' function 
recognise some common operations (like solid fill and screen-screen blt 
and perhaps others) and call out to driver functions designed for that 
specific operation.  Plus, we should have XAA expose special higher level 
functions for glyph rendering to the driver so that the graphics card can 
use the higher level data structures to speed this operation, rather than 
having the MI layer break the text operation into a (long) sequence of 
primitive Composite operations.

 Also I have been wondering about the accelerated anti-aliased text. Is 
 all anti-aliased text in XFree86 done via the XRENDER extension and alpha 
 blits? It is possible to implement accelerated anti-aliased text using 
 simple 4-8 levels of mono bitmap blits using FreeType (that is what we 
 used for it in our MGL graphics library).

Yes, all AA text is done with the Render glyph operations which are defined
in terms of the basic image composition primitive.  Once you have hardware 
acceleration for image compositing, that's going to be a lot faster than 
any non-standard rendering path.

-keith


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Re: XRENDER extension docs?

2003-02-27 Thread Kendall Bennett
Keith Packard [EMAIL PROTECTED] wrote:

 I think the interfaces currently provided by XAA will probably remain 
 usable, so you might as well implement them.

Ok.

 Plus, we should have XAA expose special higher level functions for
 glyph rendering to the driver so that the graphics card can use the
 higher level data structures to speed this operation, rather than
 having the MI layer break the text operation into a (long) sequence
 of primitive Composite operations. 

Yes, most definitely. The current mechanism is not exactly efficient, and 
in fact is the reason why I want to hook some functions at a higher level 
so we can make this faster.

Also when it comes to rendering text, one of the fastest ways of doing 
this is the way that OS/2 does it. Instead of caching any glyphs in 
offscreen video memory (terribly wasteful of offscreen video memory and 
no faster than using system memory bitmaps), you maintain a single large 
bitmap that matches the physical resolution of the screen (ie: 1280x1024 
mono bitmap). When you need to draw text, you render the text into the 
mono bitmap in software at the necessary place on the screen, and when 
that is done pass the entire bitmap to be drawn to the hardware with a 
clip rectangle that covers just the text you just rendered into the 
bitmap. The clipping is real easy to do in the software setup stages for 
text rendering, and then you can blit the entire string to the hardware 
in one shot.

So fast, efficient text could be done in XFree86 if a single function was 
used to transfer an entire bitmap in the driver code (pre-clipping could 
easily be done before the driver code is called), and some high level 
code to maintain and render the glyphs into the pre-allocated large 
bitmap.

  Also I have been wondering about the accelerated anti-aliased text. Is 
  all anti-aliased text in XFree86 done via the XRENDER extension and alpha 
  blits? It is possible to implement accelerated anti-aliased text using 
  simple 4-8 levels of mono bitmap blits using FreeType (that is what we 
  used for it in our MGL graphics library).
 
 Yes, all AA text is done with the Render glyph operations which
 are defined in terms of the basic image composition primitive. 
 Once you have hardware acceleration for image compositing, that's
 going to be a lot faster than any non-standard rendering path. 

Granted, if you have hardware alpha blits that will be the fastest way to 
do this. But if you don't have hardware alpha blits (and lots of cards 
supported by XFree86 do not), you can still speed up anti-aliased text 
quite a lot by using a 4 or 8 level scheme using multiple mono bitmaps.

Regards,

---
Kendall Bennett
Chief Executive Officer
SciTech Software, Inc.
Phone: (530) 894 8400
http://www.scitechsoft.com

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Re: XRENDER extension docs?

2003-02-27 Thread Keith Packard
Around 11 o'clock on Feb 27, Kendall Bennett wrote:

 So fast, efficient text could be done in XFree86 if a single function was 
 used to transfer an entire bitmap in the driver code (pre-clipping could 
 easily be done before the driver code is called), and some high level 
 code to maintain and render the glyphs into the pre-allocated large 
 bitmap.

That's how Render does text today, except that it allocates the temporary 
bitmap on the fly (which isn't a big deal with modern malloc 
implementations).  Monochrome bitmaps the size of the screen are one 
thing, but 32bpp bitmaps at screen size are a bit large to keep around for 
this purpose (yes, Render glyphs really are 32bpp on LCD screens).

 Granted, if you have hardware alpha blits that will be the fastest way to 
 do this. But if you don't have hardware alpha blits (and lots of cards 
 supported by XFree86 do not), you can still speed up anti-aliased text 
 quite a lot by using a 4 or 8 level scheme using multiple mono bitmaps.

I suppose, but it wouldn't be compatible with the Render semantics.  If
I'd heard users complaining about text performance, I'd be more interested.
Plus, the number of users with cards that can't support image compositing 
is rapidly declining; essentially any card that has even the smallest 
amount of acceleration for 3D graphics can accelerate Render.

-keith


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Re: XRENDER extension docs?

2003-02-27 Thread Mark Vojkovich
On Thu, 27 Feb 2003, Kendall Bennett wrote:

 Keith Packard [EMAIL PROTECTED] wrote:
 
  I think the interfaces currently provided by XAA will probably remain 
  usable, so you might as well implement them.
 
 Ok.
 
  Plus, we should have XAA expose special higher level functions for
  glyph rendering to the driver so that the graphics card can use the
  higher level data structures to speed this operation, rather than
  having the MI layer break the text operation into a (long) sequence
  of primitive Composite operations. 

   What are you guys talking about?  XAA already has hooks all over
the place.

 
 Yes, most definitely. The current mechanism is not exactly efficient, and 
 in fact is the reason why I want to hook some functions at a higher level 
 so we can make this faster.
 
 Also when it comes to rendering text, one of the fastest ways of doing 
 this is the way that OS/2 does it. Instead of caching any glyphs in 
 offscreen video memory (terribly wasteful of offscreen video memory and 
 no faster than using system memory bitmaps), you maintain a single large 
 bitmap that matches the physical resolution of the screen (ie: 1280x1024 
 mono bitmap). When you need to draw text, you render the text into the 
 mono bitmap in software at the necessary place on the screen, and when 
 that is done pass the entire bitmap to be drawn to the hardware with a 
 clip rectangle that covers just the text you just rendered into the 
 bitmap. The clipping is real easy to do in the software setup stages for 
 text rendering, and then you can blit the entire string to the hardware 
 in one shot.

   XAA already does this!!!  XAA has never cached glyphs in video ram.

 
 So fast, efficient text could be done in XFree86 if a single function was 
 used to transfer an entire bitmap in the driver code (pre-clipping could 
 easily be done before the driver code is called), and some high level 
 code to maintain and render the glyphs into the pre-allocated large 
 bitmap.
 
   Also I have been wondering about the accelerated anti-aliased text. Is 
   all anti-aliased text in XFree86 done via the XRENDER extension and alpha 
   blits? It is possible to implement accelerated anti-aliased text using 
   simple 4-8 levels of mono bitmap blits using FreeType (that is what we 
   used for it in our MGL graphics library).
  
  Yes, all AA text is done with the Render glyph operations which
  are defined in terms of the basic image composition primitive. 
  Once you have hardware acceleration for image compositing, that's
  going to be a lot faster than any non-standard rendering path. 

   That's why XAA hooks Glyphs and doesn't do it that way.
XAA does not break glyph rendering into the Composite operator.

 
 Granted, if you have hardware alpha blits that will be the fastest way to 
 do this. But if you don't have hardware alpha blits (and lots of cards 
 supported by XFree86 do not), you can still speed up anti-aliased text 
 quite a lot by using a 4 or 8 level scheme using multiple mono bitmaps.

   No you can't.  This text is ALPHA BLENDED into whatever the background
is.  It is not text ImageText - ie. it is not an alpha blended string
on top of a solid backing rectangle.


Mark

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Re: XRENDER extension docs?

2003-02-27 Thread Kendall Bennett
Mark Vojkovich [EMAIL PROTECTED] wrote:

What are you guys talking about?  XAA already has hooks all over
 the place.

Yes, it does! Now that I am learning more about this I am happy to see 
that someone saw fit to make it so XAA drivers can hook stuff at many 
levels. Very cool. It should be better documented though ;-)

XAA already does this!!!  XAA has never cached glyphs in video ram.

Hmm, then how come in the XAA driver architecture there are methods to do 
mono blits from offscreen video memory? I just assumed that this meant 
the glyphs were being cached in offscreen video memory, but perhaps XAA 
is just using offscreen memory as a temporary 'ping ping' buffer in this 
case? Ie: for hardware that can't do system blits but can do blits from 
offscreen video memory?

  Granted, if you have hardware alpha blits that will be the fastest way to 
  do this. But if you don't have hardware alpha blits (and lots of cards 
  supported by XFree86 do not), you can still speed up anti-aliased text 
  quite a lot by using a 4 or 8 level scheme using multiple mono bitmaps.
 
No you can't.  This text is ALPHA BLENDED into whatever the
 background is.  It is not text ImageText - ie. it is not an alpha
 blended string on top of a solid backing rectangle. 

True. The way we implement in our library is that the core of the text 
glyphs (ie: the non-blended solid pixels) are drawn with a fast mono 
blit. Then we render the 4 levels of aliasing into the framebuffer with 
high speed software blending only for the pixels that need to be drawn 
(usually only 5% coverage for a typical sized glyph). Doing it that way 
is still *way* faster than drawing the entire glyph with software 
blending if you don't have hardware compositing.

Regards,

---
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Chief Executive Officer
SciTech Software, Inc.
Phone: (530) 894 8400
http://www.scitechsoft.com

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Re: XRENDER extension docs?

2003-02-27 Thread Kendall Bennett
Keith Packard [EMAIL PROTECTED] wrote:

  So fast, efficient text could be done in XFree86 if a single function was 
  used to transfer an entire bitmap in the driver code (pre-clipping could 
  easily be done before the driver code is called), and some high level 
  code to maintain and render the glyphs into the pre-allocated large 
  bitmap.
 
 That's how Render does text today, except that it allocates the
 temporary bitmap on the fly (which isn't a big deal with modern
 malloc implementations).  Monochrome bitmaps the size of the
 screen are one thing, but 32bpp bitmaps at screen size are a bit
 large to keep around for this purpose (yes, Render glyphs really
 are 32bpp on LCD screens). 

Right, but I wasn't talking about RENDER in this case but the standard 
case of aliased text. Then again I imagine if there is a choice between 
aliased and anti-aliased text, no-one would want the aliased version  
anymore so performance is not important ;-) And yes, 32bpp bitmaps would 
be a little too large to keep around. Besides, the primary reason to keep 
large mono bitmaps around is because it makes it easier to render the 
text due to the packed bits in mono bitmaps. 32bpp is much easier to 
handle with bitmaps just the size of the text due to one pixel per DWORD 
;-)

  Granted, if you have hardware alpha blits that will be the fastest way to 
  do this. But if you don't have hardware alpha blits (and lots of cards 
  supported by XFree86 do not), you can still speed up anti-aliased text 
  quite a lot by using a 4 or 8 level scheme using multiple mono bitmaps.
 
 I suppose, but it wouldn't be compatible with the Render
 semantics. If I'd heard users complaining about text performance,
 I'd be more interested. Plus, the number of users with cards that
 can't support image compositing is rapidly declining; essentially
 any card that has even the smallest amount of acceleration for 3D
 graphics can accelerate Render. 

Very true, but if you consider the fact that right now there is only one 
graphics driver in XFree86 that actually has the composting functions 
enabled (excluding closed NVIDIA drivers), the multi-level scheme could 
accelerate anti-aliased text on a lot of hardware instantly. Then when 
people get the time, the composting functions could be implemented to 
make it better and faster where applicable.

Regards,

---
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Chief Executive Officer
SciTech Software, Inc.
Phone: (530) 894 8400
http://www.scitechsoft.com

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Re: XRENDER extension docs?

2003-02-27 Thread Mark Vojkovich
On Thu, 27 Feb 2003, Kendall Bennett wrote:

 Mark Vojkovich [EMAIL PROTECTED] wrote:
 
 What are you guys talking about?  XAA already has hooks all over
  the place.
 
 Yes, it does! Now that I am learning more about this I am happy to see 
 that someone saw fit to make it so XAA drivers can hook stuff at many 
 levels. Very cool. It should be better documented though ;-)

   I think there are very few reasons to hook stuff at higher levels.
I don't believe you have a reason to do so.

 
 XAA already does this!!!  XAA has never cached glyphs in video ram.
 
 Hmm, then how come in the XAA driver architecture there are methods to do 
 mono blits from offscreen video memory? I just assumed that this meant 
 the glyphs were being cached in offscreen video memory, but perhaps XAA 
 is just using offscreen memory as a temporary 'ping ping' buffer in this 
 case? Ie: for hardware that can't do system blits but can do blits from 
 offscreen video memory?

   Mono blits from offscreen are only used for cached stipples.
If the driver supports these it is the prefered method for stippling.
Otherwise XAA will fall back to transparent blits from the pixmap
cache or CPUToScreenColorExpansion.

   XAA's catch-all for non-AA text rendering renders each glyph with
WriteBitmap.  If the driver didn't provide WriteBitmap, XAA would
provide one that used the driver's CPUToScreenColorExpansion routines.

  If the conditions were appropriate XAA would pre-composite the whole
string and pass the result as a single bitmap.  These conditions
are that no glyph is more than 32 pixels wide (it's optimized to
expect it to fit in one DWORD) and the rop is such that it doesn't
matter if glyphs overlap (if the rop it XOR, for example, overlapping
characters are supposed to XOR each other and a pre-composited
string would be incorrect if it contained overlapping characters).
The result is that essentially all rendering of proportional fonts
goes through that path.

   Furthermore, for fixed fonts, XAA has scanline renderers that
each glyph width up to 32 pixels.  The benchmark cases are written
in assembly.  In this case it doesn't have to composite into a
scratch buffer.  I renders directly to the target surface.

Note that with the Scanline CPUToScreenColorExpand routines,
XAA can render directly into your graphics engine's DMA command
buffer.

I don't think you'll be able to write non-AA code that
renders quicker than XAA, but you'll certainly risk rendering
it incorrectly.

   For AA fonts you can hook the top level through XAAInfoRec.Glyphs.
If you don't provide that level XAA will provide one for you which
will optimize the 1 bit alpha glyphs, but will fall through to the
mi routines for everything else.  Mi will composite the glyphs
into a single Picture and pass it through to the Composite operator
and you'll have another chance to accelerate it at that time.

   XAA only provides two low-level Render-related primitives.
The 8 bit Alpha texture + color and the Generic color texture
composite functions.  It's difficult to abstract things much
beyond that since different graphics engines diverge quite a
bit at this level.  XAA 3 (XFree86 5's XAA) doesn't even try.
It's only got the 8 bit alpha low-level primitive and everything
else is higher level where the driver is expected to do alot
more, though I suppose much of it could be offloaded to helper 
functions.

Mark.


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Re: XRENDER extension docs?

2003-02-27 Thread Owen Taylor
On Thu, 2003-02-27 at 14:42, Keith Packard wrote:


  Granted, if you have hardware alpha blits that will be the fastest way to 
  do this. But if you don't have hardware alpha blits (and lots of cards 
  supported by XFree86 do not), you can still speed up anti-aliased text 
  quite a lot by using a 4 or 8 level scheme using multiple mono bitmaps.
 
 I suppose, but it wouldn't be compatible with the Render semantics.  If
 I'd heard users complaining about text performance, I'd be more interested.
 Plus, the number of users with cards that can't support image compositing 
 is rapidly declining; essentially any card that has even the smallest 
 amount of acceleration for 3D graphics can accelerate Render.

Actually, we get a fair number of complaints about AA-gnome-terminal
speed, though some of that is just bugs in gnome-terminal that have
now been fixed.

But the software side could be made many times faster; especially
considering that gnome-terminal is almost always 
text-on-constant background. And text-on-constant background should
possible to make as fast as PCI/AGP write bandwidth. (*)

(A lot slower than hardware compositing, but not remotely slow.)

Regards,
 Owen

(*) There are two levels of server-side optimization you can do
for text-on-constant-background.
  
a) If you keep track of the fact that a Pixmap is constant
   color, you can migrate from video ram to system ram
   about 100x faster than actually copying the data.
   Compositing system-ram-to-system-ram is fast.

b) If you keep track of the fact that a Pixmap is constant
   color, you could have special-cased compositing routines
   that avoid even having to read the destination image.
   But this involves yet more paths in the compositing
   code. (Yuck.) This one is also harder to properly handle
   for the multiple-write case. You'd probably have to 
   keep track of a constant-color _region_.






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Re: XRENDER extension docs?

2003-02-27 Thread Kendall Bennett
Mark Vojkovich [EMAIL PROTECTED] wrote:

  We do. We have our own device driver abstraction layer and using the low 
  level XAA functions does not map at all well to our driver modle. Hence 
  hooking at the next level up (MID) will allow us to avoid the overheads 
  of translating between the low level XAA model and our driver model.
 
I forgot that you had your own driver API that you were translating
 to.  

;-)

 Hooking WriteBitmap is reasonable to handle the proportional
 fonts. For fixed fonts you can replace the TEGlyph renderer and
 have it use the existing glyph_scanline_func[width - 1] to render
 into a scratch bitmap. See the XAATEGlyphRenderer for an example. 

Awesome, I will take a look at that.

Regards,

---
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Phone: (530) 894 8400
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Re: XRENDER extension docs?

2003-02-27 Thread Matt Wilson
On Thu, Feb 27, 2003 at 05:01:19PM -0500, Owen Taylor wrote:
 (*) There are two levels of server-side optimization you can do
 for text-on-constant-background.

Well, we can start with even more simple optimizations, like not doing
the compositing when the clip region is empty.  Currently if you unmap
a vte window that is doing lots of Xtf antialiased text drawing, the X
server is spending tons of time doing compositing that is just thrown
away.

http://fontconfig.org/cgi-bin/bugzilla/show_bug.cgi?id=29

Cheers,

Matt
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Manager, Base Operating Systems
Red Hat, Inc.
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Re: XRENDER extension docs?

2003-02-27 Thread Keith Packard
Around 23 o'clock on Feb 27, Matt Wilson wrote:

 Well, we can start with even more simple optimizations, like not doing
 the compositing when the clip region is empty.

Yeah, that would help in some cases.  One does have to be careful to keep 
backing store working though.

-keith


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Re: XRENDER extension docs?

2003-02-26 Thread Kendall Bennett
Kurt Wall [EMAIL PROTECTED] wrote:

 Feigning erudition, Kendall Bennett wrote:
 % Hi Guys,
 % 
 % Is thete any documentation on the XRENDER extension and more specifically 
 % the Matrox implementation of it? Do any other drivers other than the 
 % Matrox driver implement this extension?
 
 http://www.xfree86.org/~keithp/render/
 
 $XFREE86ROOT/lib/X11/doc/render-protocol.txt

Awesome, thanks! That gives a bit more information, but it doesn't really 
describe how the XAA drivers can accelerate the XRENDER extension. It 
seems the Matrox driver is the only one that can do this so far, so I 
guess we will just look at the Matrox driver source code.

Regards,

---
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Phone: (530) 894 8400
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