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author | Brian Paul <[email protected]> | 2013-03-11 18:31:22 -0600 |
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committer | Brian Paul <[email protected]> | 2013-03-12 19:04:43 -0600 |
commit | 6f86b934e618c6b55d3d9414720d1935c654ae7b (patch) | |
tree | 0863b6eeb502c31087015c65b704c82d17971f76 /docs/osmesa.html | |
parent | 79eac7da6bbaf55ca7997de5f22f18411565b103 (diff) |
docs: rewrite the OSMesa info / instructions
Reviewed-by: José Fonseca <[email protected]>
Diffstat (limited to 'docs/osmesa.html')
-rw-r--r-- | docs/osmesa.html | 65 |
1 files changed, 25 insertions, 40 deletions
diff --git a/docs/osmesa.html b/docs/osmesa.html index b0609cf88c7..848754570df 100644 --- a/docs/osmesa.html +++ b/docs/osmesa.html @@ -18,77 +18,62 @@ <p> -Mesa's off-screen rendering interface is used for rendering into -user-allocated blocks of memory. +Mesa's off-screen interface is used for rendering into user-allocated memory +without any sort of window system or operating system dependencies. That is, the GL_FRONT colorbuffer is actually a buffer in main memory, rather than a window on your display. -There are no window system or operating system dependencies. -One potential application is to use Mesa as an off-line, batch-style renderer. </p> <p> -The <b>OSMesa</b> API provides three basic functions for making off-screen +The OSMesa API provides three basic functions for making off-screen renderings: OSMesaCreateContext(), OSMesaMakeCurrent(), and OSMesaDestroyContext(). See the Mesa/include/GL/osmesa.h header for more information about the API functions. </p> <p> -There are several examples of OSMesa in the mesa/demos repository. +The OSMesa interface may be used with any of three software renderers: </p> +<ol> +<li>llvmpipe - this is the high-performance Gallium LLVM driver +<li>softpipe - this it the reference Gallium software driver +<li>swrast - this is the legacy Mesa software rasterizer +</ol> -<h2>Deep color channels</h2> - <p> -For some applications 8-bit color channels don't have sufficient -precision. -OSMesa supports 16-bit and 32-bit color channels through the OSMesa interface. -When using 16-bit channels, channels are GLushorts and RGBA pixels occupy -8 bytes. -When using 32-bit channels, channels are GLfloats and RGBA pixels occupy -16 bytes. +There are several examples of OSMesa in the mesa/demos repository. </p> -<p> -Before version 6.5.1, Mesa had to be recompiled to support exactly -one of 8, 16 or 32-bit channels. -With Mesa 6.5.1, Mesa can be compiled for either 8, 16 or 32-bit channels -and render into any of the smaller size channels. -For example, if Mesa's compiled for 32-bit channels, you can also render -16 and 8-bit channel images. -</p> +<h1>Building OSMesa</h1> <p> -To build Mesa/OSMesa for 16 and 8-bit color channel support: +Configure and build Mesa with something like: + <pre> - make realclean - make linux-osmesa16 +configure --enable-osmesa --disable-driglx-direct --disable-dri --with-gallium-drivers=swrast +make </pre> <p> -To build Mesa/OSMesa for 32, 16 and 8-bit color channel support: -<pre> - make realclean - make linux-osmesa32 -</pre> +Make sure you have LLVM installed first if you want to use the llvmpipe driver. +</p> <p> -You'll wind up with a library named libOSMesa16.so or libOSMesa32.so. -Otherwise, most Mesa configurations build an 8-bit/channel libOSMesa.so library -by default. +When the build is complete you should find: </p> +<pre> +lib/libOSMesa.so (swrast-based OSMesa) +lib/gallium/libOSMsea.so (gallium-based OSMesa) +</pre> <p> -If performance is important, compile Mesa for the channel size you're -most interested in. +Set your LD_LIBRARY_PATH to point to one directory or the other to select +the library you want to use. </p> <p> -If you need to compile on a non-Linux platform, copy Mesa/configs/linux-osmesa16 -to a new config file and edit it as needed. Then, add the new config name to -the top-level Makefile. Send a patch to the Mesa developers too, if you're -inclined. +When you link your application, link with -lOSMesa </p> </div> |