Hi,
I would like to port mesa to a new platform, or actually a very old platform: the Playstation 2. Linux support is still being worked on and I would like to get OpenGL working, since that is what the platform should do best ;-).
What limits the ps2 is its 32MB of RAM. So I would like to use MESA without X, with EGL. Start simple, with software rendering, then try to get the rasterization hardware accelerated. But there are so many driver models and options to choose from! Like swrast, softpipe and llvm. Then there is Gallium, DRI, DDX, etc, etc... it's all a bit much and confusing.
Currently there is a classic framebuffer driver in the kernel for the ps2 (no KMS).
My questions are:
- What is possible for using software rendering without X, with only FB driver?
- What would be a good upgrade path towards hw rasterization? Mesa DRI driver + kernel DRM driver?
- Do I need to make a KMS driver?
I would like to port mesa to a new platform, or actually a very old platform: the Playstation 2. Linux support is still being worked on and I would like to get OpenGL working, since that is what the platform should do best ;-).
What limits the ps2 is its 32MB of RAM. So I would like to use MESA without X, with EGL. Start simple, with software rendering, then try to get the rasterization hardware accelerated. But there are so many driver models and options to choose from! Like swrast, softpipe and llvm. Then there is Gallium, DRI, DDX, etc, etc... it's all a bit much and confusing.
Currently there is a classic framebuffer driver in the kernel for the ps2 (no KMS).
My questions are:
- What is possible for using software rendering without X, with only FB driver?
- What would be a good upgrade path towards hw rasterization? Mesa DRI driver + kernel DRM driver?
- Do I need to make a KMS driver?
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