Find a file
Brian Paul b2a30497cc mesa: increase number of texture units to MAX_COMBINED_TEXTURE_IMAGE_UNITS
We were misinterpretting GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS previously.

It's the number of texture units for which we need to keep state; not
just the total number of texture units addressable by the vertex shader
plus fragment shader.

Since sw Mesa independently supports 16 texture units in vertex shaders
and 16 texture units in fragment shaders, the max combined units is 32.

Note that the docs for glActiveTexture() indicate the max legal unit is
MAX(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, MAX_TEXTURE_COORDS) - 1.

A new piglit test (texunits.c) tests the various texture unit limits.

I'm pretty sure I've got this all right now, but additional reviews
are welcome...
2010-02-03 15:48:42 -07:00
bin mklib: Fix static library generation/installation on Solaris 2010-01-19 19:06:06 -08:00
configs configs: added vega to default GALLIUM_STATE_TRACKERS_DIRS 2010-01-27 17:04:30 -07:00
docs egl: Ignore certain environment variables when setuid/setgid. 2010-02-03 14:16:15 +08:00
doxygen configs: fix some remains of the i915simple driver 2009-10-11 20:02:47 -04:00
include mesa: misc GLX_INTEL_swap_event fixes 2010-01-25 15:40:56 -08:00
progs progs/fpglsl: couple more tests 2010-02-03 10:36:55 +00:00
scons another gcc 4.2.x check for mstackrealign 2010-01-29 10:22:50 +00:00
src mesa: increase number of texture units to MAX_COMBINED_TEXTURE_IMAGE_UNITS 2010-02-03 15:48:42 -07:00
windows windows: assorted build fixes 2010-01-29 08:37:15 -07:00
.emacs-dirvars Add emacs dirvars file with Mesa indention definition. 2007-09-18 10:02:51 -04:00
.gitattributes Allow CRLF automatic conversion on MSVC project files. 2008-06-24 22:25:52 +09:00
.gitignore r300: Fix scons build. 2010-01-01 12:16:20 +00:00
acinclude.m4 autoconf: Attempt to figure out the PIC flags for the platform 2008-05-09 07:05:16 -07:00
autogen.sh autogen: Make sure MAKEFLAGS is not set before running autoreconf 2009-02-10 11:58:11 +10:30
common.py support an 'embedded' platform target which turns off most parts of the 2010-01-26 20:59:12 +00:00
configure.ac glx: Build GLX normally. 2010-01-26 11:03:54 +08:00
Makefile Merge branch 'master' into opengl-es-v2 2010-01-12 11:25:02 +08:00
SConstruct define own embedded target and cleanup previous commit. 2010-01-28 17:26:05 +00:00

                        WindML Driver for Mesa 4.0


Requirements
------------

Tornado 2 + WindML, Cumulative Patchs are recommended. 
  
I suppose you have a valid WindML installation. Double buffer hardware
gives better performance than double buffer software so if you can
compile your WindML driver with this option, just do it. I/O
redirection is adviced in target server.


Tested on
---------

During the development, my main target was a CoolMonster:
- Video card: CT69000
- CPU: PENTIUM 266MHz

and my host a Windows NT + Tornado 2.


Installation
------------

1. Mesa sources must be in root directory (C:\)

2. Add the following line to your torVars.bat:
set MESA_BASE=C:\Mesa

OR copy the new torVars.bat in your bin path:
c:/Mesa/src/ugl/tornado/torVars.sample -> 
/mnt/nt/Tornado/host/x86-win32/bin/torVars (for example)

3. In a command prompt:
$ torVars
$ cd c:\Mesa
$ make -f Makefile.ugl CPU=PENTIUM

Take a long while...

5. Include all the files from ugldemos folder to build some downloadable
   application modules

4. Download UGL/Mesa object files on target

For example via the WindShell:
ld < c:\Tornado\target\lib\objMesaGL.o
ld < c:\Tornado\target\lib\objMesaUGL.o
ld < c:\Tornado\target\lib\objMesaGLU.o
ld < c:\Tornado\target\lib\objGLUTshapes.o
ld < c:\Tornado\target\lib\objMesaOS.o

You can put the previous lines in a file and use:
< filename

6. Download the application modules.

7. In WindShell, run:
-> uglalldemos

During the show some messages will appear, it provides some useful
information on key management.


Coding
------

Sample Usage:

In addition to the usual ugl calls to initialize UGL, (may be find an
input driver), you must do the following to use the UGL/Mesa interface:

1. Call uglMesaCreateContext() to create a UGL/Mesa rendering context,
   given the display format.

2. Call uglMesaMakeCurrent() to bind the UGL/Mesa buffers to an
   UGL/Mesa Context and to make the context the current one.

3. Make gl* calls to render your graphics.

4. Use uglMesaSwapBuffers() when double buffering to swap front/back buffers.

5. Before the UGL is destroyed, call MesaDestroyContext().

6. Before exiting, call if required uglEventQDestroy and then
   uglDeinitialize();

Limitations
-----------

I found the following limitations in my driver :
 - Color Indexed management is only in 8 bits
 - It's possible to mix UGL/OpenGL application with a software
   double buffer

Modifications
------------

New files in Mesa:
- Makefile.ugl
- rules.windmlmesa
- docs/README.UGL
- include/GL/uglmesa.h
- si-glu/Makefile.ugl
- src/Makefile.ugl
- src/ugl/torGLUTShapesInit.c
- src/ugl/torMesaUGLInit.c
- src/ugl/ugl_api.c
- src/ugl/ugl_dd.c
- src/ugl/ugl_glutshapes.c
- src/ugl/ugl_line.c
- src/ugl/ugl_span.c
- src/ugl/ugl_tri.c
- src/ugl/uglmesaP.h
- ugldemos/*

Modified files in Tornado 2.0:
- c:\Tornado\host\x86-win32\bin\torVars.bat
rem Command line build environments
set WIND_HOST_TYPE=x86-win32
set WIND_BASE=C:\Tornado
set MESA_BASE=C:\Mesa
set PATH=%WIND_BASE%\host\%WIND_HOST_TYPE%\bin;%PATH%
- c:\Tornado\target\config\comps\VxWorks\01uglmesa.cdf
- c:\Tornado\target\h\GL\*

Todo
----
- GCC 2.96, ASM compilation

Thanks to:
----------

Precision Insight team for their great job around Mesa, XFree, and DRI.
Wind River Systems to take me as an intern.


Stephane Raimbault
<stephane.raimbault@windriver.com>
<stephane.raimbault@deesse.univ-lemans.fr>

July 24, 2001