Re: OpenGL-based framebuffer concepts

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Jon Smirl wrote:
Most video hardware (99%) has enough memory to support double
buffering. You save it to the other buffer, display the error, and
copy it back on enter.

This is possible only if the video memory management is in the kernel. Reason: userspace may also want to use double buffering, and we definitely want to allocate the "other (maybe third) buffer" somewhere in the free video memory. And allocating a lot of system RAM on oops seems to be a very bad idea (cascade of oopses may follow).

Also, did anyone measure the video RAM usage during a typical Xgl session (i.e.: is there really enough free video RAM, not occupied by various caches)?

Although, a Microsoft-ish "lost context, please redraw" solution has been already proposed.

--
Alexander E. Patrakov
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