Re: Why run xserver on the OpenGL API?
Keith Packard <[email protected]>
| Newsgroups | gmane.comp.freedesktop.xserver |
|---|---|
| Message-ID | <[email protected]> |
Around 17 o'clock on Nov 25, John McCutchan wrote: > Why does an opengl extension need to be written to provide the frame > buffer access? what do you need that you can't accomplish already with > glReadPixels () and glDrawPixels ()? Yes, we can synthesize direct frame buffer access with these two functions for an unextended GL library, but performance will be dramatically impacted as I pull huge chunks of the buffer up into the X server, draw a few pixels and push them all right back again. A simple direct frame buffer mapping and locking extension will allow us to run all of the existing dumb frame buffer code without change, dramatically speeding the migration to an OpenGL-based X server with no negative performance implications. Along the way, we may be able to identify a few kinder looking GL extensions to reduce dependence on the frame buffer mapping extension -- there are a few X pixel operations not supported by GL that might make good candidates (plane masks, per-component alpha, conjoint/ disjoint compositing operators). If you grant that it's interesting to move the X server to the OpenGL API, please grant that it may be worth breaking some of the GL abstractions to make the effort more likely to succeed. -keith