diff options
author | Stéphane Marchesin <stephane.marchesin@gmail.com> | 2012-08-28 21:01:05 -0700 |
---|---|---|
committer | Stéphane Marchesin <marcheu@chromium.org> | 2012-08-28 21:01:05 -0700 |
commit | d67222443bd7ceb89690776207c095976d5c2476 (patch) | |
tree | b07e0cfb0cf28ee235121c9a5d3766be32528ddd | |
parent | 128b257aeef70cfca0e897fbc49581cba13bde6b (diff) |
Small changes again...
-rw-r--r-- | linuxgraphicsdrivers.lyx | 17 |
1 files changed, 11 insertions, 6 deletions
diff --git a/linuxgraphicsdrivers.lyx b/linuxgraphicsdrivers.lyx index 2d51b7c..fd63b78 100644 --- a/linuxgraphicsdrivers.lyx +++ b/linuxgraphicsdrivers.lyx @@ -4684,12 +4684,13 @@ name "cha:Framebuffer-Drivers" \lang english Framebuffer drivers are the simplest form of graphics drivers under Linux. A framebuffer driver is a kernel graphics driver exposing its interface - through /dev/fb*. + through /dev/fb* (generally /dev/fb0). This interface implements limited functionality (basically it allows setting a video mode and drawing to a linear framebuffer), and the framebuffer - drivers are therefore extremely easy to create. + drivers are therefore extremely simple and easy to create. Despite their simplicity, framebuffer drivers are still a relevant option - if the only thing you are after is a basic two-dimensional display. + if the only thing you are after is a basic two-dimensional display with no + bells and whistles. It is also useful to know how framebuffer drivers work when implementing framebuffer acceleration for a kernel modesetting DRM driver, as the accelerati on callbacks are the same. @@ -7977,8 +7978,8 @@ Common YUV color space formats \begin_layout Standard The final stage of video decoding is video upscaling. - Video upscaling consists in upscaling the movie resolution to the screen - resolution. + Video upscaling consists in upscaling a video frame from its native resolution + to the screen resolution. It can be done by specialized hardware, the 3D engine, or the 2D blitter if it has scaling capabilities. @@ -8979,7 +8980,7 @@ Ten years ago, GPUs were a direct match with all the OpenGL or Direct3D huge) and hardware designers (who faced an explosion of the number of specific functionality a GPU needed), and shaders were created. Instead of providing specific functionality, the 3D APIs would now let - the programmers create these little programs and run them on the GPU. + the programmers create small shader programs and run them on the GPU. As the hardware was now programmable in a way which was a superset of fixed functionality, the fixed function pipelines were not required any more and were removed from the cards. @@ -8997,6 +8998,10 @@ emulate Doing so in every driver would require a lot of code duplication, and the Gallium model is to put this code in a common place. Therefore gallium drivers become smaller and easier to write and to maintain. + The same concept is applied to other aspects of the 3D APIs like surface + handling; things like mipmap generation, surface copies and pixel format + conversions are all handled in common code and can be shared between + multiple drivers. \end_layout \begin_layout Standard |