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authorMatthieu Herrb <matthieu@cvs.openbsd.org>2019-06-30 12:41:53 +0000
committerMatthieu Herrb <matthieu@cvs.openbsd.org>2019-06-30 12:41:53 +0000
commit8e0001e05fc9a24fc944d4fb07427b53634b52e5 (patch)
tree2af1c0e771b12251ee1041840bc9f71321c4d19a /driver/xf86-video-voodoo/README
parentc7eb829606441a49e0a7fb2134d996fdd45548bc (diff)
Remove. Unlinked from the build for 6 weeks.
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-Quick Voodoo/Voodoo2 Crash Course (mostly Alan's notes to save looking
-stuff up in the docs all the time)
-
-Voodoo and Voodoo 2 appear as multimedia devices. They may be on a "dual
-function" board in which case we should not 'borrow' the Voodoo as we will
-blank the main video card. That is reported in the PCI config space.
-Voodoo/Voodoo2 hardware may not always be initialized by the host OS because
-it is not video.
-
-The voodoo memory is split into two pools. A 1-4Mb pool holds the frame
-buffer, an optional second buffer, zbuffers, and alpha. A second 2-8Mb
-memory area holds all the textures.
-
-Texture ram is directly writable but not important for the current 2D
-driver. Video RAM is 16bit depth and tiled. The view of the video memory
-area is "magic", it doesn't contain a mapping of the video RAM into PCI
-space but contains pixel poking functionality.
-
-The frame buffer always appears untiled and 1024 pixels wide. For write
-there are some 16 different write modes including 24/32bit. The hardware
-does not support 24/32bit - these are provided for software rendering
-fallback. Read back is always 16bit. Endian conversion is hardware. Byte
-aligned access is not supported, only word aligned. Also watch how you
-access data - you can't access out of frame buffer space and if you get
-the control bits wrong you also get zbuffered, fogged and other fun.
-LFB writes have depth and alpha if you want.
-
-The real hardware is RGB565, how it sets stuff up internally is out of
-our hands - which means X memory alloc/pixmap cache is a little
-constrained.
-
-[IDEA: Should we put the mouse and framebuffer at different Z values so
- that we don't have to erase it to draw under it - less flicker]
-
-Acceleration:
-
-All Voodoo
- Fast Fill - Solid 2D rectangle fill
- (Also depth buffer clear for 3D)
- Supports a constant alpha option
- Requires a running 3D engine
-
-Voodoo2 and later
- Screen to screen blit
- CPU to screen blit
- Ultra fast fill to some alignments
- Monochrome to colour expansion (cpu to screen only)
- (and they finally made the 2D and 3D state independant
- if someone ever gets drunk enough to do DRI...)
- Colour conversion on blit
- Dither
- Chroma testing (src/dst) and selection of op by colour
- raster ops are the usual 16 suspects
-
-Other bits supported
- CLUT Gamma correction