如何编译内核模块使ati r600支持3D?
时间:2009-09-30
来源:互联网
作者: philacorns 发布时间: 2009-09-30
作者: jqxl0205 发布时间: 2009-09-30
作者: philacorns 发布时间: 2009-09-30
看官方论坛有人发了个howto帖子。
2.6.32会支持R600的KMS+3D
作者: jarryson 发布时间: 2009-10-01
作者: jarryson
如果没记错的话2.6.31就可以了。但是mesa需要高版本。不支持KMS
看官方论坛有人发了个howto帖子。 2.6.32会支持R600的KMS+3D |
These modules are planed to be merged in the kernel with version 2.6.32. |
作者: zwgun 发布时间: 2009-10-01
而且9月8日的时候airlied也说实现了R600的KMS+2D,3D
当然是否能够成功我并不能确定,没条件测试。BBS上需要agd5f的分支里面的模块,不知道是否必须。
作者: jarryson 发布时间: 2009-10-01
作者: philacorns 发布时间: 2009-10-01
作者: philacorns 发布时间: 2009-10-01
作者: jarryson
早在2.6.30的时候就看到更新支持R600
而且9月8日的时候airlied也说实现了R600的KMS+2D,3D 当然是否能够成功我并不能确定,没条件测试。BBS上需要agd5f的分支里面的模块,不知道是否必须。 |
9月8日的phoronix有关Airlie的内容是:
David Airlie has pushed a horde of new code into his drm-next Git tree, which is what will get pulled into the Linux 2.6.32 kernel once the merge window is open. |
9月9日的phoronix关于kernel的新闻是这么说的:
The Linux 2.6.31 kernel brings ATI Radeon kernel mode-setting support up through the R500 series (the R600/700 KMS and 3D support is coming with Linux 2.6.32) |
作者: zwgun 发布时间: 2009-10-01
作者: jarryson 发布时间: 2009-10-01
作者: philacorns 发布时间: 2009-10-02
作者: socket9999 发布时间: 2009-10-02
作者: philacorns 发布时间: 2009-10-02
作者: jarryson 发布时间: 2009-10-02
不过后几次编译都失败了,不知为什么。
作者: philacorns 发布时间: 2009-10-02
作者: philacorns 发布时间: 2009-10-02
作者: jarryson 发布时间: 2009-10-02
OpenGL vendor string: Mesa Project
OpenGL renderer string: Software Rasterizer
OpenGL version string: 2.1 Mesa 7.7-devel
OpenGL shading language version string: 1.20
OpenGL extensions:
作者: philacorns 发布时间: 2009-10-02
作者: jarryson 发布时间: 2009-10-02
编译的话,红色部分别忘了。
作者: 聚焦深空 发布时间: 2009-10-02
作者: philacorns 发布时间: 2009-10-02
GLX的ATI硬件3D加速一般应该叫ati-dri之流的。
作者: socket9999 发布时间: 2009-10-02
作者: philacorns 发布时间: 2009-10-02
作者: philacorns
kwin不用的opengl吗
|
都2009年了,X那套2D 3D API分离而且图形渲染还要经过进程通信的构架简直就是倒行逆施,最后还搞出AIGLX这种怪物。要我是ATI的人我也懒得给开发什么X驱动。
期待Wayland。
OpenGL: 3D graphics specification from SGI, descended from an earlier product
called IRIS GL, competitor of Direct3D and QuickDraw3D (deceased). Frequently
abbreviated "GL", particularly on Linux, since "OpenGL" is a trademark, and
use of the trademark requires passing a (non-free) conformance suite.
GLX: GL is a graphics language, not a windowing system. "GLX" refers to the
extension that binds GL to the X11 window system, enabling 3D drawing on X
windows. GLX is an extension to the X protocol. There are similar bindings
for other window systems too - WGL on Windows, AGL on MacOS. In X, the client
side GLX library is called libGL, and the server side extension is called
libglx.
Direct rendering: There are two ways a GL program can get its drawing done.
Either the client can do the drawing itself, or it can pass the GL requests
to the server and have the server do the drawing. Server-side rendering is
called "indirect rendering", and client-side rendering is called "direct
rendering". Direct rendering is usually faster. Historically, indirect
rendering was much slower in Xorg than direct rendering, because the indirect
renderer was entirely software. Since AIGLX, it's now merely a little slower.
DRI: The Direct Rendering Infrastructure is a technology that enables
direct rendering for GL programs on Linux and BSD operating systems.
Mesa: Mesa is a work-alike implementation of GL written by Brian Paul and
dozens of contributors. It contains a software rasterizer, a GL state machine,
and bindings to several window systems including X and Win32. All the open-
source DRI drivers are based on Mesa, as well as several closed-source DRI
drivers.
DRI driver: This is where all the excitement happens. The DRI driver is
responsible for programming the 3D hardware. Usually DRI drivers use the
Mesa state machine. In the DRI, the GLX client-side library loads a DRI
driver, named something_dri.so.
DRM driver: This is the kernel-side component of the DRI. The DRM is
responsible for security and handling resource contention. Not particularly
interesting, but mandatory. These are named something.ko in Linux 2.6.
DDX driver: This is a part of the X server, responsible for the other sorts
of X drawing like Render and Xv. The DDX has to be DRI-aware, but otherwise
not much GL-related happens in the DDX.
AIGLX: Accelerated indirect GLX. A feature that means the X server can load
a DRI driver, and use that to process indirect GLX protocol.
AGP: AGP is a fast version of the PCI local bus, with additional features
for graphics hardware. The core AGP kernel module is called agpgart.ko.
AGP chipset: Different motherboards have different chipsets and thus
different implementations of the AGP feature set. You need the one
corresponding to your motherboard chipset. This is not always the same as
your video chipset. Via chipsets need via-agp.ko, etc.
DRI2: Second version of the X server's DRI management protocol. Assumes more
kernel awareness of various objects than DRI1 did, which enables more things
to work correctly (redirected GLX and Xv most importantly).
作者: socket9999 发布时间: 2009-10-02
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