Re: DRI integration
Keith Whitwell <keith-CdwZJljFklH+2FeEXyspIVaTQe2KTcn/@public.gmane.org>
| Newsgroups | gmane.comp.freedesktop.xserver |
|---|---|
| Message-ID | <[email protected]> |
Michel Dänzer wrote: > On Fri, 2003-11-14 at 00:05, Keith Whitwell wrote: > >>Lionel Ulmer wrote: >> >>>On Thu, Nov 13, 2003 at 03:39:33PM -0700, Brian Paul wrote: >>> >>> >>>>That said, there's nothing to prevent the development of a GLX >>>>extension that might expose the framebuffer or off-screen image >>>>buffers to clients via mmap'ing or some other technique. Again, this >>>>may not be feasible on some hardware. >>> >>> >>>A bit off topic, but well, said extension (if possible) would greatly help >>>us poor Wine developpers to handle the 'nice' possibilities of Direct3D >>>(where, basically, the 3D framebuffer is just another surface which the >>>application can write to directly). And, even worse, the same is the case >>>for the ZBuffer (which completely kills performance when emulating it using >>>GL). >> >>I wonder how this works. The radeon, for instance, doesn't have a linear >>layout of the z buffer, so writing to it will not give expected results >>(whatever those might be). > > > Linear access could probably be achieved with a surface translation > though. I'm not sure what they are - is this a hardware facility I've missed? Anyway, tiling is just the start, things like Z compression and just plain caching mean that buffers look less & less like regular surfaces. I'm not sure that this D3D 'feature' will persist for very long... Keith