Re: DRI integration
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 15 o'clock on Nov 13, Brian Paul wrote: > > >>I'm still wondering which primitive X operations (like blitting or >>text rendering, etc) might be difficult to map onto GL in your opinion. > > > Oh yeah, if I recall correctly, GL doesn't allow me to copy pixels within a > single object. Sounds like glCopyPixels. glCopyPixels can also move pixel blocks between different color buffers if your GLX supports "make current read". > That's a problem for applications which don't repaint for > scrolling. For 2D graphics, this is really *the* performance limiting > operation; nothing else is "too slow" in software today. Frankly, a > simple bitblt primitive without even a rasterop would be more than > sufficient here. > > Text isn't too bad; certainly we could make it a lot faster if we > provided some level of acceleration, but realistically, you draw text by > constructing a composite image from the individual glyphs, uploading that > to the graphics card and using it as a mask for rendering. Simple AA (and > non-AA) text are probably going to be plenty fast with regular GL > operations. Again, per-component composited text will either require > software rendering (which runs about 50000 glyphs/sec today) or extensions > at the bottom of the GL pipeline. What is "per-component composited text"? I'm thinking of GL blending. -Brian