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[Fwd: FW: Win32 XServer]




John Fortin wrote:
> 
> >  1. Forget about trying to get XF86_SVGA working direct to hardware
> >     (at least initially; go back and try later if you really wish).
> 
>         Agreed..
> 
> >
> >  2. Don't try to directly program the hardware for graphics, mouse or
> >     keyboard. Instead write the proper OS support functions for the X
> >     event mechanims that talk to the Win32 event mechanism and/or
> >     DirectInput.
> 
>         Mostly done
> >
> >  3. Start out with an unaccelerated server (you can base it on
> >     XF86_SVGA since the framework is all there), that uses DirectDraw
> >     to draw directly on the video memory surface.
> 
>         Well, back buffer, then blit to primary.  back buffer is created in
> user memory with a constant pointer so I don't have to lock the backing
> surface...  Only the primary gets locked during the blit.
> 
> >  4. Use smart surface locks around the highest level primitives
> >     possible (by smart I mean use a reference counter so you can
> >     avoid a re-lock if the surface was already locked by a higher
> >     level primitive).
> 
>         Probably not needed.  See above
> >
> >  5. When the above all works, you can then use the DirectDraw BitBlt
> >     functions to do solid blits, transparent blits and solid color
> >     fills to get some form of acceleration. The blits and color fills
> >     will make a *huge* difference, and at that point you will have a
> >     *very* useable server.
> 
>         To be done at a later time..
> 
> >
> >  6. To make things faster, you can use GDI to draw on the primary
> >     surface which would allow you to accelerate text, line drawing
> >     and pattern fills.
> 
>         Personally, I don't like using the GDI. Since I have a buffer I can
>         access, I would almost rather use home-grown utilities.  However, I
>         am not unwilling to be persuaded...
> 
> John

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