Messages in this thread | | | Subject | Re: State of Linux graphics | From | Jim Gettys <> | Date | Wed, 31 Aug 2005 13:48:11 -0400 |
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Certainly replicating OpenGL 2.0's programmability through Render makes no sense at all to me (or most others, I believe/hope). If you want to use full use of the GPU, I'm happy to say you should be using OpenGL. - Jim
On Tue, 2005-08-30 at 23:33 -0700, Allen Akin wrote: > On Tue, Aug 30, 2005 at 01:26:53PM -0400, David Reveman wrote: > | On Tue, 2005-08-30 at 12:03 -0400, Jon Smirl wrote: > | > In general, the whole concept of programmable graphics hardware is > | > not addressed in APIs like xlib and Cairo. This is a very important > | > point. A major new GPU feature, programmability is simply not > | > accessible from the current X APIs. OpenGL exposes this > | > programmability via its shader language. > | > | ... I don't > | see why this can't be exposed through the Render extension. ... > > What has always concerned me about this approach is that when you add > enough functionality to Render or some new X extensions to fully exploit > previous (much less current and in-development!) generations of GPUs, > you've essentially duplicated OpenGL 2.0. You need to identify the > resources to be managed (framebuffer objects, vertex objects, textures, > programs of several kinds, etc.); explain how they're specified and how > they interact and how they're owned/shared; define a vocabulary of > commands that operate upon them; think about how those commands are > translated and executed on various pieces of hardware; examine the > impact of things like graphics context switching on the system > architecture; and deal with a dozen other matters that have already been > addressed fully or partly in the OpenGL world. > > I think it makes a lot of sense to leverage the work that's already been > done: Take OpenGL as a given, and add extensions for what's missing. > Don't create a parallel API that in the long run must develop into > something at least as rich as OpenGL was to start with. That costs time > and effort, and likely won't be supported by the hardware vendors to the > same extent that OpenGL is (thanks to the commercial forces already at > work). Let OpenGL do 80% of the job, then work to provide the last 20%, > rather than trying to do 100% from scratch. > > Allen > _______________________________________________ > xorg mailing list > xorg@lists.freedesktop.org > http://lists.freedesktop.org/mailman/listinfo/xorg
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