Messages in this thread | | | From | "Khimenko Victor" <> | Date | Sat, 25 Dec 1999 17:15:36 +0300 (MSK) | Subject | Re: Announce: DinX windowing system 0.2.0 |
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In <Pine.LNX.4.10.9912252324080.695-100000@bart.linux.bogus> Ben Williamson (benw@pobox.com) wrote: > On Fri, 24 Dec 1999, Lucca wrote:
>> It doesn't add a "window manager" to the frame buffer or anything like >> that. Think of it instead as a framebuffer multiplexer; if written to use >> dinx, multiple framebuffer apps can coexist happily. Dinx does not >> provide goodies like internal windows, sprites, transparency/translucency, >> etc. Those have to be done in userspace.
> Right. The idea is just to take clipping and blitting out of the server > process and put them in the kernel, to avoid lots of context switches and > big complex buffering code.
> Something else I should mention: The clipping code performs no memory > allocations, so drawing keeps off the heap. When an obscuring window > splits a rectangular blit into two rectangles, the routine recurses for > each, so the complexity of the visible area goes on the stack. Now, how > much stack space does the kernel have? :)
Kernel stack is TINY. On iX86 it's only 7KiB or so. And when you'll overflow if you'll corrupt you system badly, BTW.
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