Opened 18 years ago
Closed 17 years ago
#1157 closed enhancement (fixed)
Mesa Software Renderer add-on doesn't support direct mode
Reported by: | phoudoin | Owned by: | korli |
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Priority: | normal | Milestone: | R1 |
Component: | Kits/OpenGL Kit | Version: | R1/pre-alpha1 |
Keywords: | Cc: | ||
Blocked By: | Blocking: | ||
Platform: | All |
Description (last modified by )
Now that BGLView::DirectConnected() pass correctly clipped screen region to the delegated renderer, we should make some use of it in our defacto default/fallback renderer, the fully software one.
In single buffer opengl mode, we're supposed to blit/span/clear this screen region directly, while in double buffer we could spawn/awake at SwapBuffers() time a thread drawing (eventually doing dithering at fly) the bitmap buffer into the screen region.
Change History (11)
comment:1 by , 18 years ago
Summary: | Mesa Software Renderer add-on don't support direct mode → Mesa Software Renderer add-on doesn't support direct mode |
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comment:2 by , 18 years ago
Description: | modified (diff) |
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comment:3 by , 18 years ago
Status: | new → assigned |
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follow-up: 5 comment:4 by , 18 years ago
Committed a working implementation in hrev20797. Works fine, though when moving the window, it happens that GLTeapot draws outside of its window, due to a lack of locking. Also, each screen colorspace would have to be supported by the renderer for direct draw. So a check on a supported colorspace should be done before going to direct draw. This way we should still be able to display something with BView::DrawBitmap()
follow-up: 8 comment:5 by , 18 years ago
Replying to korli:
Committed a working implementation in hrev20797. Works fine, though when moving the window, it happens that GLTeapot draws outside of its window, due to a lack of locking. Also, each screen colorspace would have to be supported by the renderer for direct draw. So a check on a supported colorspace should be done before going to direct draw. This way we should still be able to display something with BView::DrawBitmap()
I'll add locking. On a side note... maybe it would also be worth to make the renderer addon more generic and able to draw on a generic framebuffer ? That way we could implement BGLWindow more easily.
follow-up: 7 comment:6 by , 18 years ago
Stefano, I noticed a lock up after playing a bit with GLTeapot : the teapot keeps running, CPU load is low, the mouse cursor can be move around, but no window can be moved. Could it be a deadlock in app_server ?
comment:7 by , 18 years ago
Replying to korli:
Stefano, I noticed a lock up after playing a bit with GLTeapot : the teapot keeps running, CPU load is low, the mouse cursor can be move around, but no window can be moved. Could it be a deadlock in app_server ?
I noticed that too. Maybe it's due to some port limit or excess of messages? It's reproducible also with the "direct_info_test" application.
comment:11 by , 17 years ago
Resolution: | → fixed |
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Status: | assigned → closed |
Let's close this ticket, indeed ;-)
I began an implementation which obviously requires a buffer colorspace synched with the colorspace of the view's screen (to directdraw). The problem I encounter at the moment is a bad init, which is fixed when moving the window around...