Re: Why run xserver on the OpenGL API?
Keith Whitwell <keith-CdwZJljFklH+2FeEXyspIVaTQe2KTcn/@public.gmane.org>
| Newsgroups | gmane.comp.freedesktop.xserver |
|---|---|
| Message-ID | <[email protected]> |
Keith Packard wrote: > Around 14 o'clock on Nov 25, "Kendall Bennett" wrote: > > >>Well that is a little different to what was originally proposed. The >>original proposal was to make X live on top of OpenGL proper and migrate >>apps and toolkits over to using OpenGL only for all rendering. IMHO that is >>a bad idea because OpenGL is pretty bad at basic 2D stuff. > > > I think there have been several different ideas floating about on the > list; I've tried to keep my own interests clearly focused on making the X > server more easily ported to new and existing hardware by taking advantage > of the GL device abstraction (even if we have to break it a bit in the > process). > > >>However if the 'device driver' layer is basically an extended OpenGL back >>end with extensions for direct framebuffer access and some basic 2D >>operations, then that is a different story altogether. > > > I don't think there are any new accelerated functions needed in GL for core > 2D operations; glCopyPixels is sufficient for CopyArea, and all we need > aside from that is FillRectangles. There are a few interesting compositing > operation modifications that could accelerate bits of Render, and may in > fact be of some interest to 3D applications as well at some point. > > Note that I'm not interested in some 2D subset of GL for hardware > incapable of supporting full GL; that's not really helpful at all; > creating a 2D subset and then carefully targeting the X server to that > seems far more complicated than just defining a simple 2D-specific driver > interface for cards that don't have 3D support. I suspect you know of at > least on such interface. I'd agree with this. Somebody might get a bee in their bonnet about it at some later stage, but I can't see it being helpful to the larger task of moving things forward. Keith