Find a file
Roland Scheidegger 6bcbb0dc82 gallivm: handle srgb-to-linear and linear-to-srgb conversions
srgb-to-linear is using 3rd degree polynomial for now which should be _just_
good enough. Reverse is using some rational polynomials and is quite accurate,
though not hooked into llvmpipe's blend code yet and hence unused (untested).
Using a table might also be an option (for srgb-to-linear especially).
This does not enable any new features yet because EXT_texture_srgb was already
supported via util_format fallbacks, but performance was lacking probably due
to the external function call (the table used by the util_format_srgb code may
not be all that much slower on its own).
Some performance figures (taken from modified gloss, replaced both base and
sphere texture to use GL_SRGB instead of GL_RGB, measured on 1Ghz Sandy Bridge,
the numbers aren't terribly accurate):

normal gloss, aos, 8-wide: 47 fps
normal gloss, aos, 4-wide: 48 fps

normal gloss, forced to soa, 8-wide: 48 fps
normal gloss, forced to soa, 4-wide: 47 fps

patched gloss, old code, soa, 8-wide: 21 fps
patched gloss, old code, soa, 4-wide: 24 fps

patched gloss, new code, soa, 8-wide: 41 fps
patched gloss, new code, soa, 4-wide: 38 fps

So there's a performance hit but it seems acceptable, certainly better
than using the fallback.
Note the new code only works for 4x8bit srgb formats, others (L8/L8A8) will
continue to use the old util_format fallback, because I can't be bothered
to write code for formats noone uses anyway (as decoding is done as part of
lp_build_unpack_rgba_soa which can only handle block type width of 32).
Compressed srgb formats should get their own path though eventually (it is
going to be expensive in any case, first decompress, then convert).
No piglit regressions.

v2: use lp_build_polynomial instead of ad-hoc polynomial construction, also
since keeping both linear to srgb functions for now make sure both are
compiled (since they share quite some code just integrate into the same
function).

v3: formatting fixes and bugfix in the complicated (disabled) linear-to-srgb
path.

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-07-13 18:42:17 +02:00
bin mesa: add usage examples to get-pick-list and shortlog scripts 2013-05-01 21:42:02 +02:00
docs st/mesa: disable EXT_separate_shader_objects 2013-07-02 17:02:14 +02:00
doxygen glsl/build: Build glcpp via the glsl Makefile 2013-01-22 14:33:20 -08:00
include mesa: update glext.h to version 20130708 2013-07-12 08:32:51 -06:00
m4 build: Use AX_PROG_FLEX 2013-01-22 14:33:38 -08:00
scons scons: Fix implicit python dependency discovery on Windows. 2013-06-08 08:55:06 +01:00
src gallivm: handle srgb-to-linear and linear-to-srgb conversions 2013-07-13 18:42:17 +02:00
.dir-locals.el Add emacs setup for the docs/devinfo.html comment wrapping recommendation. 2012-07-11 09:20:21 -07:00
.gitattributes Disable autocrlf for Visual Studio project files. 2008-02-28 12:34:01 +09:00
.gitignore Clean up .gitignore files 2013-01-10 22:01:31 +01:00
Android.common.mk build: Unify PACKAGE_VERSION on autotools, scons and Android 2013-06-06 19:07:14 +02:00
Android.mk android: add ilo to the build system 2013-05-06 07:20:07 -07:00
autogen.sh build: Fix autogen.sh to allow out-of-tree builds 2012-08-14 10:54:39 -07:00
common.py scons: Allows choosing VS 10 or 11. 2013-03-12 22:04:04 +00:00
configure.ac configure.ac: better detection of LLVM version 2013-07-12 21:20:59 -07:00
Makefile.am build: Use PACKAGE_VERSION from autoconf 2013-06-06 19:07:22 +02:00
SConstruct build: Unify PACKAGE_VERSION on autotools, scons and Android 2013-06-06 19:07:14 +02:00

File: docs/README.WIN32

Last updated: 21 June 2013


Quick Start
----- -----

Windows drivers are build with SCons.  Makefiles or Visual Studio projects are
no longer shipped or supported.

Run

  scons osmesa mesagdi

to build classic mesa Windows GDI drivers; or

  scons libgl-gdi

to build gallium based GDI driver.

This will work both with MSVS or Mingw.


Windows Drivers
------- -------

At this time, only the gallium GDI driver is known to work.

Source code also exists in the tree for other drivers in
src/mesa/drivers/windows, but the status of this code is unknown.

Recipe
------

Building on windows requires several open-source packages. These are
steps that work as of this writing.

1) install python 2.7
2) install scons (latest)
3) install mingw, flex, and bison
4) install libxml2 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs
  get libxml2-python-2.9.1.win-amd64-py2.7.exe
5) install pywin32 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs
  get pywin32-218.4.win-amd64-py2.7.exe
6) install git
7) download mesa from git
  see http://www.mesa3d.org/repository.html
8) run scons

General
-------

After building, you can copy the above DLL files to a place in your
PATH such as $SystemRoot/SYSTEM32.  If you don't like putting things
in a system directory, place them in the same directory as the
executable(s).  Be careful about accidentially overwriting files of
the same name in the SYSTEM32 directory.

The DLL files are built so that the external entry points use the
stdcall calling convention.

Static LIB files are not built.  The LIB files that are built with are
the linker import files associated with the DLL files.

The si-glu sources are used to build the GLU libs.  This was done
mainly to get the better tessellator code.

If you have a Windows-related build problem or question, please post
to the mesa-dev or mesa-users list.