On Tue, 21 Jan 2003, Christoph Egger wrote:

> Ok, I'll try to make a (short) summary.

> Andreas wanna deal with this whole issue by informing the userspace via a
> ping-pong mechanism based on sending signals between kernel space (KGI) and
> userspace (GGI application and/or GGI's kgi-target).
>
> Fabio wanna deal with this whole issue by locking/unlocking the critical
> areas (MMIO-, framebuffer-, Overlay-areas) using either interprocess mutexes
> (semaphores using shared memory - kernellevel mutexes are also thinkable, but I
> don't know, if such things really exists accessable from userspace).
>
> I think, the most robust and most efficient way is to try to combine BOTH
> ways. I mean using mutexes AND signals.

Well... I ment to say what your conclusion is: We might need both.

And, let's face it: For which programs would a background framebuffer be
useful and worth the trouble ? For programs that can't refresh within
#include <fuzzylogic.h> GGI_SMALL_AMOUNT_OF_TIME. I can't come up with
anything else but rendering software, and maybe rendering software
shouldn't use the framebuffer as direct and only output ? True, when the
video memory is filled with textures, it will take a few seconds before
the software continues to run, but that's IMHO the price you pay for
switching consoles while playing #include list_of_heavy_3D_games.h

KGI provides the user 64 graphical consoles, I think you can't deal with
those without paying a little price. All ideas about background
framebuffers are nice in many specific situations, but I think KGI is far
too generalizing.

Jos

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