Find a file
Keith Whitwell f40357e25c gallium: beginnings of draw module vertex rework
Trying to put a structure in place that we can actually optimize.
Initially just implementing a passthrough mode, this will fairly soon
replace all the vertex_cache/prim_queue/shader_queue stuff that's so
hard to understand...

Split the vertex processing into a couple of distinct stages:
- Frontend
    - Prepares two lists of elements (fetch and draw) to be processed
      by the next stage.  This stage doesn't fetch or draw vertices, but
      makes the decision which to draw.  Multiple implementations of this
      will implement different strategies, currently just a vcache
      implementation.
- MiddleEnd
    - Takes the list of fetch elements, fetches them, runs the vertex
      shader, cliptest, viewport transform on them to produce a
      linear array of vertex_header vertices.
    - Passes that list of vertices, plus the draw_elements (which index
      into that list) onto the backend
- Backend
    - Either the existing primitive/clipping pipeline, or the vbuf_render
      hardware backend provided by the driver.

Currently, the middle-end is the old passthrough code, and it build hardware
vertices, not vertex_header vertices as above.  It may be that passthrough
is a special case in this respect.
2008-03-23 17:36:49 +00:00
bin Use -pthread instead of -lpthread on FreeBSD. 2007-06-22 11:19:42 -07:00
configs gallium: new surface/context tracker (sct) module 2008-03-10 17:22:18 -06:00
docs Convert crlf->lf line endings. 2008-02-28 15:53:13 +09:00
doxygen Convert crlf->lf line endings. 2008-02-28 15:53:13 +09:00
include Convert crlf->lf line endings. 2008-02-28 15:53:13 +09:00
progs mesa: minor code re-org 2008-03-21 11:06:52 -06:00
src gallium: beginnings of draw module vertex rework 2008-03-23 17:36:49 +00:00
.emacs-dirvars Add emacs dirvars file with Mesa indention definition. 2007-09-18 10:02:51 -04:00
.gitattributes Disable autocrlf on Visual Studio project files. 2008-02-28 15:52:30 +09:00
.gitignore Update git ignores. 2008-02-25 17:05:15 +09:00
common.py scons: Preliminary code for quieting command lines. 2008-03-05 11:39:11 +01:00
Makefile Add an "all" target alias for "default" target. 2008-02-18 16:47:35 +09:00
SConstruct scons: Faithfully mimic every WINDDK builtin compiler/linker option. 2008-03-12 13:34:30 +00:00
winddk.py scons: Faithfully mimic every WINDDK builtin compiler/linker option. 2008-03-12 13:34:30 +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