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- Path: informatik.tu-muenchen.de!fischerj
- From: fischerj@informatik.tu-muenchen.de (Juergen "Rally" Fischer)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Demo/game to OS friendly part II
- Date: 22 Jan 1996 18:03:38 GMT
- Organization: Technische Universitaet Muenchen, Germany
- Distribution: world
- Message-ID: <4e0jhq$f0q@sunsystem5.informatik.tu-muenchen.de>
- References: <38232020@kone.fipnet.fi> <9PxXx*kka@aargh.incubus.sub.org> <4des65$bgk@serpens.rhein.de> <38232076@kone.fipnet.fi> <4djpni$t6h@serpens.rhein.de> <4dm07g$ouh@sunsystem5.informatik.tu-muenchen.de> <4dmm79$9hu@serpens.rhein.de>
- NNTP-Posting-Host: hphalle5.informatik.tu-muenchen.de
- Originator: fischerj@hphalle5.informatik.tu-muenchen.de
-
-
- In article <4dmm79$9hu@serpens.rhein.de>, mlelstv@serpens.rhein.de (Michael van Elst) writes:
- |> fischerj@informatik.tu-muenchen.de (Juergen "Rally" Fischer) writes:
- |>
- |> >the more information you give, the less the junk/useful ratio.
- |>
- |> That's obviously not true. If I told them how to build the bomb
-
- don't you think someone knowing about OS-coding, but beeing
- a friendly, non-agressive fellow, couldn't achieve more ? ;)
-
- |> >only if vram is a good pice slower than fastmem, depends on
- |> >what you do.
- |>
- |> Right. It depends on lots of things, so at least a straight
- |> copy can be optimized by the driver.
-
- ? how to optimize move.l (a0)+,(a1)+ ;)
- well do we talk about the same...
-
- I'd suggest the driver gives you a buffer you can render to,
- maybe with you specifiyng you intend to write bytewise into it
- (directly render a doom scene).
-
- If the card can display multiple buffers and writing bytewise to it
- is faster than writing bytewise to fastmem + copying the buffer,
- the driver will give you an adress in vram. voila :)
-
-
- |> >but then there's a mmu anyway if you intend to swap.
-
- |> which isn't necessarily applicable if your graphics system
- |> has DMA channels that bypass the MMU.
-
- ok I see that a buffer in native chipmem has to be on physical
- adress as you can use the blitter on it. but a swapping system
- could include adjusting the dma pointers on a gfx-card.
-
- |>
- |> >|> would only grab the pointer, kill the OS and poke away, e) it
- |> >So making the OS more sucking would keep them from doing it ?
- |>
- |> More sucking ? Do you want to talk or just insult me ?
-
- Didn't you give as reason why the OS shouldn't give a pointer direct
- to vram (which is a feature makinf the OS less sucking) something like:
-
- >>>>
- and the c0d3rz would have to learn about semaphores, d) they
- would only grab the pointer, kill the OS and poke away, e) it
- just works if you have a complete screen allocated to you.
- <<<<
-
- So making the OS more sucking would keep then from using
- OS-functions to get fast animation ?
- I really don't think so.
-
- |>
- |> >|> just works if you have a complete screen allocated to you.
- |>
- |> >well, games naturally want to have a screen they can render to.
- |>
- |> Do they ? I thought they wanted a hunk of chipmem to poke to and
- |> a copper list.
-
- any games showing fast gfx naturally want to have a screen (better
- say screenbuffer) they can render to. also OS-coded ones will still
- want "a complete screen allocated to you." because no game is fun
- on half screens.
-
- |>
- |> >do you mean there is no possibility to make an interface that allows
- |> >render to vram if hardware makes it possible ?
- |>
- |> Maybe there is, maybe there is not. I'd rather have well-optimized code
- |> in the driver than half-guessed c0d3r-stuff.
-
- you can keep game programmers from doing this in providing a powerful
- interface that doesn't suck and so won't force them to do direct poking
- something.
-
- |>
- |> --
- |> Michael van Elst
- |>
- |> Internet: mlelstv@serpens.rhein.de
- |> "A potential Snark may lurk in every tree."
- ------------------------------------------------------------------------
- fischerj@Informatik.TU-Muenchen.DE (Juergen "Rally" Fischer) =:)
-
-