[PATCH xf86-video-ati 0/3] Initial glamor and SI support.
Rafał Miłecki
zajec5 at gmail.com
Tue Jul 10 06:08:42 PDT 2012
2012/7/10 Alex Deucher <alexdeucher at gmail.com>:
> On Tue, Jul 10, 2012 at 8:06 AM, Rafał Miłecki <zajec5 at gmail.com> wrote:
>> 2012/7/10 Michel Dänzer <michel at daenzer.net>:
>>> The main purpose of these changes is to allow using this driver on SI hardware
>>> and playing with the (still quite limited) Gallium radeonsi driver in an X
>>> environment.
>>>
>>> Longer term, glamor might be interesting for older Radeons as well. Right now,
>>> its main drawbacks are missing XVideo support (shouldn't be hard to add to
>>> glamor), and occasionally quite annoying diagonal tearing.
>>
>> Ups, I got lost. So do we drop idea of using xf86-video-modesetting
>> for SI? I though we want to use xf86-video-modesetting and some
>> Gallium state tracker for 2D acceleration.
>>
>> What's the difference between handling 2D acceleration in:
>> 1) xf86-video-ati
>> 2) xf86-video-modesetting + X/Gallium?
>
> xf86-video-modesetting does not provide any acceleration and was just
> an interim solution while we evaluated the options for SI 2D. The
> gallium xorg state tracker is a complete ddx on it's own and doesn't
> depend on any other ddx.
>
>>
>>
>> Also one question for below:
>>
>>> Defaults to shadowfb. 3D acceleration is available with glamor. 2D
>>> acceleration is disabled until the radeonsi driver can handle glamor's
>>> shaders.
>>
>> Could you explain what is glamor? I was sure it is supposed to provide
>> 2D acceleration using OpenGL. What do you mean by providing 3D
>> acceleration with glamor?
>
> It's a 2D acceleration infrastructure that uses OpenGL. Glamor uses
> the 3D driver to to provide 2D acceleration. You need a proper ddx to
> enable 3D acceleration in X to provide the dri2 hooks and the 3D
> driver name. You can either do that with EXA, glamor, or something
> similar.
Ahh, OK. I hoped we can get 3D acceleration without vendor-specific
DDX driver. And I hoped the next step will be getting 2D over OpenGL-
again, without vendor-specific DDX.
Thanks for explaining!
--
Rafał
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