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It was taking approximately 50 cycles to extract the vertex indices, calculate the vertex_header pointers and call tri_draw() for each three vertices - . Unrolled, it takes less than 100 cycles to extract, unpack, calculate pointers and call tri_draw() eight times. It does have a nasty jump-tabled switch. I'm sure that there's a better way... Code size of spu_render.o gets larger due to the extra constants and work in the inner loop, there are extra stack saves and loads because there are more registers in use, and an assert. spu_tri.o gets a little smaller. |
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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