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author | Zhigang Gong <zhigang.gong@linux.intel.com> | 2011-11-11 14:00:39 +0800 |
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committer | Zhigang Gong <zhigang.gong@linux.intel.com> | 2011-11-11 14:50:11 +0800 |
commit | 714667157f0e27bc861905dd7ef2fe3ac630f3c1 (patch) | |
tree | d92e23d2772bc958f5d8357bafea2db62c63b1fc | |
parent | dac277199e86af1d178f4cb8600d01498acc3a69 (diff) |
Added more details to introduce GLAMOR in README.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
-rw-r--r-- | README | 69 |
1 files changed, 69 insertions, 0 deletions
@@ -3,10 +3,79 @@ Open-source X.org graphics common driver based on GL library. What is glamor ------------------------ + The glamor module is an open-source 2D graphics common driver for the X Window System as implemented by X.org. It supports a variety of graphics chipsets which have OpenGL/EGL/GBM supports. +It’s a GL-based rendering acceleration library for X server only: + + It uses normal texture to represent a drawable pixmap + if possible. + It calls GL functions to render to the texture directly. + +It consists of two packages: + + glamor : Rendering library. All the rendering functions + are implemented in this package. + glamor-egl : EGL support library. This package provides + functions to create and initialize OpenGL/EGL context. + + +It’s somehow hardware independently. And could be a building +block of any X server’s DDX driver: + + Xephyr or any other X-in-X server could use glamor to + acclerate the rendering if the hostX has glx support. + Xorg’s DDX driver could leverage glamor-egl package to + create a egl context without any native X system. This + package can support every platform which has OpenGL and + gbm and drm libraries. + + +Why glamor +---------------------------------------------- +Basiclly, two intentions come to my mind of why we want to +develop glamor. + +1. Graphic device has powerful 3D capability. To use 3D function +to accelerate 2D rendering is possible and many drivers already +do so. OpenGL provides a more convenient and standard interface +to leverage GFX device’s 3D power. It would be better to call +OpenGL directly rather than manually write 3D pipeline control +code for each different GFX device. + +2. We have heard of complains about why we need to develop two +version drivers for a single graphic device for a long time. +One is for mesa’s DRI driver and the other is for 2D DDX driver. +One of glamor’s purpose is to eliminate the latter one. + +How glamor works +---------------------------------------------- +One prerequisite is that Xorg’s upper layer never access a +drawable directly. It always use low level DDX functions to +handle rendering. + +All DDX functions access those drawables through two methods: +First method is to use DRM to map the drawable to a virtual +memory buffer, and then use libfb to access it directly. +In many cases, this way is the fallback path. +Second method is to setup appropriate 2D or 3D pipeline +according to the rendering request. Normally, it will prepare +a serial of hardware dependent command, and then upload the +command to the GFX device through DRM interface. + +Glamor just providess the third access method: +Each pixmap has a normal texture object. Bind the texture +object to a frame buffer object. Writing shaders according +to the rendering type and then call GL functions to render +to the texture directly. + +Eventually, the DRI driver in the openGL implementation (mesa) +will setup appropriate 2D or 3D pipeline to perform the rendering +operation. Functionally, it should be identical to the normal +2D driver. + Where to get more information about the driver ---------------------------------------------- |