14 March 2024, 07:14 | #21 |
Registered User
Join Date: Jul 2009
Location: Lala Land
Posts: 522
|
It seems to me that this is getting made because it makes sense for their product, and wouldn't be getting made otherwise. Are you suuggesting they should spending their limited money and resources on some other thing that more interests you? Not sure I understand. Better for who?
|
14 March 2024, 11:54 | #22 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,354
|
It would be better for AmigaKit if whatever they are working on at the GFX API level could reach as many users as possible so that enthusiasts might consider using it. This could mean UAE4ARM, Amiberry or whatever they think would not require too much dev-time to bring their environment to a wider audience.
Thinking that a feature like this will be a selling point for A600GS is I think a bit naive, developers are unlikely to flock to their product, at least not in the way they did for Vampire or PiStorm. It makes sense to release their product first and then bring the API to other platforms so developers will indirectly write for A600GS. Last edited by alexh; 14 March 2024 at 14:56. |
14 March 2024, 12:57 | #23 | |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 1,989
|
Quote:
|
|
14 March 2024, 18:54 | #24 | |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,645
|
Quote:
Are they giving away A600GS units to interested developers? Have they made any gesture toward sharing how this API works? As I see it this definitely seems to be something that will be tied to their "platform" and end up nowhere. |
|
14 March 2024, 22:51 | #25 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,165
|
I see a lot of assumptions about what this library is or isn't, so I'll just throw my own guess in that it's literally just patching out aspects of the vanilla graphics.library and providing an implementation of p96 for RTG. It may make use of an additional core or GPU (or even both), but it is equally likely it's just a hook that allows the emulation to invoke native code on the same core as that's probably the easiest approach.
It would be cool if it is making use of the GPU and or additional cores though. |
15 March 2024, 13:06 | #26 | |
Registered User
Join Date: May 2017
Location: Munich/Bavaria
Posts: 2,295
|
Quote:
As it is a Library, it will work in a synchronous mode and whatever it does: AOS will pause during that until the invoked function is done. To really work in an asynchronous fashion it would need to act as a device or a task, that accepts messages. Such a device/task could offload the work to a second core and do the work in the background, while the AOS side keeps on doing other things. When finished an interrupt would generate a message - signaling back that the work is done. An other way would be a kind of special "copper-list": a smallish list of gfx-commands interpreted by the second core, without further interaction with the OS. A while ago I saw something interesting implemented for a proprietary dev-board: a RasPi was attached to it via ethernet and a GLES stream was sent from the board to the RasPi, which displayed the 3D-scene ... So something like a "GLES.device" should be possible. Edit - here it is: [ Show youtube player ] Last edited by Gorf; 15 March 2024 at 13:24. |
|
30 March 2024, 09:40 | #27 | |
\m/
Join Date: Nov 2008
Location: Devon, U.K.
Posts: 573
|
Quote:
|
|
30 March 2024, 10:14 | #28 | |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 1,989
|
Quote:
|
|
30 March 2024, 11:03 | #29 |
Registered User
Join Date: Jan 2019
Location: Germany
Posts: 3,231
|
P96 is already replacing the graphics.library functions to make use of a hardware blitter if one is available. That includes all the blitter primitives like rectangle drawing, text drawing, area copy or line drawing. Thus, there is nothing to gain (except incompatibilities) in this direction.
|
02 April 2024, 13:23 | #30 |
Registered User
Join Date: Aug 2004
Location: www.amigakit.com
Posts: 2,019
|
@Thomas Richter
We are not using P96 in our pre-installed AmiBench distribution. Therefore native ARM graphics support is essential for enhancing our A600GS computer system performance over rival products. |
02 April 2024, 13:37 | #31 | |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,354
|
Quote:
I tried posting a comment on both threads weeks ago asking both sides for clarification but when one side is the moderater I don't expect it will ever get posted. (e.g. no willingness to look at both sides) |
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Issue with graphics.h library? | Amiga1992 | Coders. C/C++ | 50 | 23 April 2024 15:13 |
Is graphics.library efficient enough for games? | Nightfox | Coders. System | 7 | 31 January 2024 18:32 |
Library for loading graphics | sparhawk | Coders. General | 2 | 07 March 2020 20:38 |
Flickering graphics using BltBitMap function of graphics.library | balrogsoft | Coders. C/C++ | 16 | 04 February 2020 14:54 |
Some question about graphics.library lowlevels | Sonic | Coders. General | 3 | 28 July 2010 11:45 |
|
|