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mibstore.h defines miInitializeBackingStore() as an empty stub, and goes away in xserver 1.14. |
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TODO |
Quick Voodoo/Voodoo2 Crash Course (mostly Alan's notes to save looking stuff up in the docs all the time) Voodoo and Voodoo 2 appear as multimedia devices. They may be on a "dual function" board in which case we should not 'borrow' the Voodoo as we will blank the main video card. That is reported in the PCI config space. Voodoo/Voodoo2 hardware may not always be initialized by the host OS because it is not video. The voodoo memory is split into two pools. A 1-4Mb pool holds the frame buffer, an optional second buffer, zbuffers, and alpha. A second 2-8Mb memory area holds all the textures. Texture ram is directly writable but not important for the current 2D driver. Video RAM is 16bit depth and tiled. The view of the video memory area is "magic", it doesn't contain a mapping of the video RAM into PCI space but contains pixel poking functionality. The frame buffer always appears untiled and 1024 pixels wide. For write there are some 16 different write modes including 24/32bit. The hardware does not support 24/32bit - these are provided for software rendering fallback. Read back is always 16bit. Endian conversion is hardware. Byte aligned access is not supported, only word aligned. Also watch how you access data - you can't access out of frame buffer space and if you get the control bits wrong you also get zbuffered, fogged and other fun. LFB writes have depth and alpha if you want. The real hardware is RGB565, how it sets stuff up internally is out of our hands - which means X memory alloc/pixmap cache is a little constrained. [IDEA: Should we put the mouse and framebuffer at different Z values so that we don't have to erase it to draw under it - less flicker] Acceleration: All Voodoo Fast Fill - Solid 2D rectangle fill (Also depth buffer clear for 3D) Supports a constant alpha option Requires a running 3D engine Voodoo2 and later Screen to screen blit CPU to screen blit Ultra fast fill to some alignments Monochrome to colour expansion (cpu to screen only) (and they finally made the 2D and 3D state independant if someone ever gets drunk enough to do DRI...) Colour conversion on blit Dither Chroma testing (src/dst) and selection of op by colour raster ops are the usual 16 suspects Other bits supported CLUT Gamma correction