Re: Let's just build it and see how it works!
Brian Paul <brian-CdwZJljFklH+2FeEXyspIVaTQe2KTcn/@public.gmane.org>
| Newsgroups | gmane.comp.freedesktop.xserver |
|---|---|
| Organization | Tungsten Graphics, Inc. |
| Message-ID | <[email protected]> |
Keith Packard wrote: > Around 21 o'clock on Nov 25, Jon Smirl wrote: > > >>Why is framebuffer access needed? Is it for common xserver operatations or the >>more esoteric ones? Maybe we can figure a way around this need with the existing >>GL API. > > > It's both a migration path so we don't have to port everything to OpenGL right > away and a fallback for cases that OpenGL can't draw. In particular, I > need per-component alpha compositing to display text on my LCD monitor, > and OpenGL just doesn't do that (yet). Keith, can you point me to the code which does this now? I have a strong hunch that you actually can pull this off with OpenGL as-is. > Given the existance of rendering modes not supported by OpenGL (per-channel > compositing, conjoint/disjoint operators) What are conjoint/disjoint operators? > and modes hard to emulate > (planemasks), it seems more sensible to burden the X server with the > software fallback rather than writing a bunch of OpenGL extensions, plus it > gives us a trivial migration path today so that we can start playing with X > on OpenGL right away, rather than waiting for someone to spend a lot of > time writing X to OpenGL translation code. > > Look on it as a special hack for a special process that can require > special priviledges (although it would be nice to avoid those) and just > tell me you'll do it :-) -Brian