Ok,

Yes we use the 2d accel module - (same 2d block on both chips)

I am using devmem for all osd,offscreen etc.

I will try getting the virtual surface thing to work again for vid layers 
however.
simply set lock.addr to NULL  - I understand
or at least allocate on dummy line - Not sure what this means sorry.
and set lock.pitch - ok I understand this bit

Once I get this to work I can hopefully push us to bounce from DFB1.0 -> 1.2 
which should bring various benefits.

Cheers
Daniel Laird

--------------------------------------------------
From: "Denis Oliver Kropp" <[EMAIL PROTECTED]>
Sent: Friday, July 25, 2008 5:19 PM
To: <[EMAIL PROTECTED]>
Cc: <directfb-dev@directfb.org>
Subject: Re: [directfb-dev] Virtual Surfaces for Video Layers in 
gfxdrivers‏‏

> Daniel Laird wrote:
>> On STB810 (pnx8950 based) and STB225 DFB1.0 we used virtual surfaces.
>> These had no associated memory  but reported sizes etc and this was done 
>> by
>> using the allocate surface function for video layers:
>>
>> dfb_surface_create_preallocated(core, config->width, config->height,
>>                                 config->format, CSP_SYSTEMONLY,
>>                                 Caps, NULL, NULL, NULL, 0, 0, 
>> ret_surface);
>>
>> This AFAIK meant we had a surface but no memory attached.
>>
>> This allowed us to call GetSurface on a VideoLayer and then we used the 
>> surface handle
>> to look up what video layer we really meant and make sure our decoder 
>> output to that layer.
>> Also solved issues where our HW always has layer 0 = video.  Whereas DFB 
>> has Primary FB layer as 0
>>
>> I am now trying to move to DFB1.2 and did not like V1 of my DFB1.0 driver 
>> as it relied on FBDev system.
>> So I used your rather nice davinci driver as a basis.
>> This also will make it Open and more supportable in the future.
>
> Great!
>
> Are you going to use devmem for the OSD and offscreen surfaces?
>
> I guess you're at least keeping the kernel module for acceleration.
>
>> However I now want to handle virtual surfaces and this is a difference to 
>> the davinci.
>
> Well, you can still do the same and simply set lock.addr to NULL or at 
> least allocate on dummy line
> and set lock.pitch to 0 :)
>
>> I am happy passing a NULL surface to PlayTo but I have no way of getting 
>> the Source etc as you indicated above.  This means I have
>> no easy way of specifiying which of the 2 video layers I am rendering to. 
>> I could hack the ctx parameter but this is a dirty hack.
>
> True, the virtual surface is a nicer solution, at least for DirectFB 
> 1.x...
>
>> Should PlayTo be modified to take either a surface or a Layer?
>
> I'm planning to change the API anyhow, moving away from the strong 
> layer-surface binding,
> allowing to call something like IDirectFBDisplayLayer::SetSurface() or 
> even more advanced.
>
> This will also allow showing one surface on different layers,
> allowing different positioning and scaling on different screens.
>
>> Could we move CreateVideoProvider from top level interface to 
>> Surface/Layer so that either can create a VideoProvider.
>> i.e DisplayLayer->CreateVideoProvider and Surface->CreateVideoProvider.
>> The Video Provider could then be passed the 'parent' creator in the 
>> Construct call and then we would be able to handle both Layer or Surface.
>>
>> I am looking for some advice and am happy to try things out as we try to 
>> make a better version of the DFB1.2 driver.
>
> Let's keep the virtual surfaces with 1.2 and do heavier changes in 1.3 
> (->1.4) or better in 1.5 (->2.0).
>
> Those changes would better match the virtual surfaces anyhow :)
>
> -- 
> Best regards,
>   Denis Oliver Kropp
>
> .------------------------------------------.
> | DirectFB - Hardware accelerated graphics |
> | http://www.directfb.org/                 |
> "------------------------------------------"
>
> _______________________________________________
> directfb-dev mailing list
> directfb-dev@directfb.org
> http://mail.directfb.org/cgi-bin/mailman/listinfo/directfb-dev
> 

_______________________________________________
directfb-dev mailing list
directfb-dev@directfb.org
http://mail.directfb.org/cgi-bin/mailman/listinfo/directfb-dev

Reply via email to