|
Roadmap |
Site sponsored by
IGEL
|
||
|
|
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] [directfb-dev] Re: Seeing "tearing" using mplayer dfbmga
Quoting Ville Syrj?l? (syrjala@sci.fi): > On Tue, Dec 10, 2002 at 02:38:03PM +0100, Denis Oliver Kropp wrote: > > Sounds like it's not that difficult using DSCAPS_AGPONLY as intermediate > > solution. The final version should use AGP for auto-video surfaces, too. > > Ok I just started on this today. I basically have the code written just > have to compile/debug/test it. I have a few things that could use your > advice... > > Should I just let the surface code use dfb_gfxcard_surface_pool() or do I > need to create a new pool for AGP surfaces? From what I can tell using > dfb_gfxcard_surface_pool() should be fine. > > I'm sure there was something else too but I forgot it already... A single surface object pool is fine. dfbdump enumerates all objects in this pool so it would require a change if there were two pools (and an additional bone collector thread). -- Best regards, Denis Oliver Kropp .------------------------------------------. | DirectFB - Hardware accelerated graphics | | http://www.directfb.org/ | "------------------------------------------" Convergence GmbH -- Info: To unsubscribe send a mail to listar@directfb.org with "unsubscribe directfb-dev" as subject.
|
|
| directfb.org |
|
Development |
|
Old Archives |