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RE: Goals of the test releases
- To: <j dot j dot ita at siep dot shell dot com>, <cygwin-xfree at sources dot redhat dot com>
- Subject: RE: Goals of the test releases
- From: "Suhaib Siddiqi" <ssiddiqi at inspirepharm dot com>
- Date: Thu, 2 Nov 2000 11:58:46 -0500
>
> Harold,
> I agree with your strategy and think that you are
> probably 90% of
> the way there on all the items with the exception of the
> keyboard which
> is somewhat out of your hands. I think someone with little experience
> in DirectX like me would just get in the way.
> However, I would be like to help out on implementing
> the X graphic
> primitives via Windows GDI. Could you give me some hints on which
> documentation I should start looking at and what part of the
> code needs
> twiddling with?
You need to study code in xc/programs/Xserver/hw/xwin.
Here is a link for you to read if you want to work on design and adding
features.
Most desirable feature is to add Win32 desktop integration,
so X-desktop disappers, and each X-client opens its own window (aka
multi-widnowing).
The following document explains how to achive it.
http://www.digital.com/DTJL03/DTJL03.HTM
Suhaib
>
> Joel
>
> > -----Original Message-----
> > From: Harold@compasstechnologies.com
> > [mailto:Harold@compasstechnologies.com]
> > Sent: Thursday, November 02, 2000 3:29 PM
> > To: cygwin-xfree@sources.redhat.com
> > Subject: Goals of the test releases
> >
> >
> > Fantastic!
> >
> > It pleases me to hear that test 7 is working on Windows NT machines,
> > finally.
> >
> > I think it would be helpful to state a few of the short-term
> > goals for the
> > test series:
> > 1) Support screen output on both Windows NT and
> > Windows 9X using the least-common denominator
> > approach (offscreen frame buffer)
> > 2) Use a new input scheme that will hopefully work with
> > more keyboards, particularly non-English keyboards
> > 3) Verify that the new input scheme is satisfactory
> > 4) Display the X server in a window that behaves like a
> > normal Windows window
> >
> > I'd say that goals 1 and 2 are nearly done, goal 3 has to be
> > done by the
> > users (I really need feedback from non-English users), and goal 4 is
> > something I was putting off until I knew that goal 1 was at
> > least possible.
> >
> > Here are the longer term goals for the test series:
> > 1) Use a primary surface buffer on Windows NT
> > 2) Use an offscreen buffer on Windows 9X
> > 3) Use a command-line parameter to throttle the blits
> > per second on Windows 9X
> > 4) Produce a stable interim release for all users
> > 5) Spark interest in the next phase of the project
> >
> > There is only one further goal of the test series that will
> > be implemented
> > after the above nine goals and that is to move away from
> > frame buffers on
> > both platforms. Moving away from frame buffers requires that
> > we implement
> > roughly 20 graphics functions that do things like drawing
> > lines, circles,
> > arcs, filling rectangles, etc. A quick investigation will
> > reveal three
> > technologies that seem plausible, if by name only, for
> > implementing the
> > graphics "primitives" as they are called.
> > 1) DirectDraw
> > 2) Direct3D
> > 3) Windows GDI (Graphics Device Interface)
> >
> > A further investigation reveals the following benefits and
> > drawbacks of each
> > technology:
> > 1) DirectDraw
> > - No graphics primitives functions (no lines, arcs,
> > rectangles, etc.)
> > - Only performs bit block transfers
> > - Not accelerated by the graphics hardware, as you
> > have to write directly to the frame buffer
> > - More suited to games and video playback, as you
> compose a scene
> > off-screen, then blit the scene to the primary surface
> > - We're already using DirectDraw as it was designed to be used
> > - Offscreen drawing causes a performance hit even when you
> > aren't drawing on the X server screen, as the offscreen
> > surface has to be blitted to the monitor regardless
> > of whether it has changed or not; this severely limits
> > the low end of machines that we can support
> > 2) Direct3D
> > - No graphics primitives functions (no lines, arcs,
> > rectangles, etc.)
> > - Only draws points, lines, triangles, triangle fans,
> > and triangle
> > strips
> > - Implementing graphics primitives would require converting
> > arcs, rectangles, and such to triangles; this would involve
> > quite a bit of mathematics
> > - Direct3D doesn't have a concept of filling a rectangle
> > with a color,
> > Direct3D thinks of everything in textures; it would get
> > pretty bizarre trying to create a texture for every color
> > 3) Windows GDI
> > + Graphics primitives functions (lines, arcs, rectangles, etc.)
> > + Filled shapes (ellipses, rectangles, circles, etc.)
> > + Pens for drawing lines
> > + Already has a concept of fonts, and we may be able to adapt
> > the standard X fonts to work with Windows
> > + Windows GDI interacts with the graphics driver, so
> any hardware
> > acceleration of primitives can be taken advantage of
> > - Some GDI primitives don't correspond exactly to their
> > counterpart
> > X primitives; extra work we be required for those primitives
> >
> > Obviously, the Windows GDI seems like the way to go to
> implement our X
> > graphics primitives functions. You may have seen claims that
> > wrapping the
> > Windows GDI for X servers results in poor performance; to
> > that I have to
> > ask, poor performance in relation to what? You see,
> > emulating X graphics
> > calls on Windows will never be as fast as your Linux box on the same
> > hardware that is able to work with the graphics card more
> > directly; on the
> > other hand, almost anything will be faster than using 20% of
> > your CPU time
> > to blit the offscreen buffer to the primary surface.
> >
> > Well, that concludes the goals that I have for the test releases.
> >
> > Let me hear your ideas and your insights,
> >
> > Harold
> >
>