On Mon, May 10, 2004 at 02:47:42PM -0600, Otto Solares wrote:
On Mon, May 10, 2004 at 10:39:50PM +0000, Nicolas Souchu wrote:
quoted
Do apps manage their swap? No. I think the OS should be responsible for
placing the data (vertices, textures, commands) at the right/best place
for the HW 3D engine and the client should only fill virtual memory.
quoted
http://www.freebsd.org/~nsouch/kgi4BSD
Browsing through kgi.sf.net I found that they have proper multihead
and DDC2 support.
True.
They just lack DRI integrated into KGI and it will
rock from my user perspective.
It's not DRI but GGI+KGI accel resource management. Mesa can work
with GGI backend (the code has to be refreshed though).
Is true that the BSDs are adopting KGI as their unified kernel
graphics layer?
It's a project, yes.
--
Nicholas Souchu - nsouch@free.fr - nsouch@FreeBSD.org
http://www.freebsd.org/~nsouch/kgi4BSD
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On Tue, May 11, 2004 at 10:57:11PM +0000, Nicolas Souchu wrote:
On Mon, May 10, 2004 at 02:47:42PM -0600, Otto Solares wrote:
quoted
They just lack DRI integrated into KGI and it will
rock from my user perspective.
It's not DRI but GGI+KGI accel resource management. Mesa can work
with GGI backend (the code has to be refreshed though).
Mesa's GGI backend was software only last time I check, I mean
hardware acceleration into mesa via KGI+DRI would be nice,
something like linux-solo but instead of the fbdev using the
KGI layer.
-otto
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On Tue, May 11, 2004 at 10:57:11PM +0000, Nicolas Souchu wrote:
On Mon, May 10, 2004 at 02:47:42PM -0600, Otto Solares wrote:
quoted
On Mon, May 10, 2004 at 10:39:50PM +0000, Nicolas Souchu wrote:
quoted
Do apps manage their swap? No. I think the OS should be responsible for
placing the data (vertices, textures, commands) at the right/best place
for the HW 3D engine and the client should only fill virtual memory.
quoted
http://www.freebsd.org/~nsouch/kgi4BSD
Browsing through kgi.sf.net I found that they have proper multihead
and DDC2 support.
True.
What does proper multihead mean here? If it means multihead with separate
framebuffers it doesn't seem much better than fbdev. Proper multihead with
shared framebuffer is a lot harder get right. It would need video memory
management in the kernel.
--
Ville Syrjälä
syrjala@sci.fi
http://www.sci.fi/~syrjala/
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