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author | Zack Rusin <[email protected]> | 2010-03-15 15:24:38 -0400 |
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committer | Zack Rusin <[email protected]> | 2010-03-15 15:24:38 -0400 |
commit | 275c4bd3643d773210780cb8d578ca84f2604684 (patch) | |
tree | 8266edc39d4253ac0f2a0ecd41f560f3d815bb5c /docs | |
parent | c5c5cd7132e18f4aad8e73d8ee879f8823c4c1e7 (diff) | |
parent | d0b35352ed27b1e66785c45ee95a352ed06b47ce (diff) |
Merge remote branch 'origin/master' into gallium_draw_llvm
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diff --git a/docs/GL3.txt b/docs/GL3.txt index df3fd745498..889edefbce1 100644 --- a/docs/GL3.txt +++ b/docs/GL3.txt @@ -20,7 +20,7 @@ Framebuffer objects (GL_EXT_framebuffer_object) DONE Half-float some infrastructure done Multisample blit DONE Non-normalized Integer texture/framebuffer formats not started -1D/2D Texture arrays mostly done +1D/2D Texture arrays core Mesa, swrast done Packed depth/stencil formats DONE Per-buffer blend and masks (GL_EXT_draw_buffers2) DONE GL_EXT_texture_compression_rgtc not started diff --git a/docs/MiniGLX.html b/docs/MiniGLX.html deleted file mode 100644 index e7ebae68519..00000000000 --- a/docs/MiniGLX.html +++ /dev/null @@ -1,534 +0,0 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> -<html> -<head> - <title>Mini GLX Specification</title> -</head> -<body> -<h1> -<center>Mini GLX Specification</center> -</h1> -<h2> -<center>Tungsten Graphics, Inc.<br> -<br> -January 20, 2003<br> -<br> -</center> -</h2> -<p> Copyright © 2002-2003 by Tungsten Graphics, Inc., Cedar Park, -Texas. All Rights Reserved. <br> -<br> -Permission is granted to make and distribute verbatim copies of this -document provided the copyright notice and this permission notice are -preserved on all copies.<br> -<br> -</p> -<h1>1. Introduction</h1> -<p>The Mini GLX interface facilitates OpenGL rendering on embedded -devices. The interface is a subset of the GLX interface, plus a minimal -set of Xlib-like functions.</p> -<p>Programs written to the Mini GLX specification should run unchanged -on systems with the X Window System and the GLX extension. The intention -is to allow flexibility for prototyping and testing.</p> -<p>This document serves as both the reference guide and programming -guide for Mini GLX.<br> -<br> -</p> -<h1>2. Mini GLX Concepts</h1> -<p>The OpenGL specification does not describe how OpenGL rendering -contexts and drawing surfaces (i.e. the frame buffer) are created and -managed. Rather, this is handled by an OpenGL window system interface, -such as Mini GLX.</p> -<p>There are three main datatypes or resources managed by Mini GLX. The -resources and their corresponding GLX or Xlib data types are:</p> -<table cellspacing="10" align="center"> - <tbody> - <tr> - <td><u>Resource</u></td> - <td><u>Data type</u></td> - </tr> - <tr> - <td>pixel formats</td> - <td>X Visual and XVisualInfo</td> - </tr> - <tr> - <td>drawing surfaces</td> - <td>X Window or GLXDrawable</td> - </tr> - <tr> - <td>rendering contexts</td> - <td>GLXContext</td> - </tr> - </tbody> -</table> -<p>Pixel formats or X Visuals describe the per-pixel attributes of the -frame buffer. For example, bits per color component, Z buffer size, -stencil size, TrueColor vs PseudoColor, etc.</p> -<p>Drawing surfaces or X Windows typically describe a spatial -allocation of the frame buffer (i.e. the position and size of a -rectangular region of pixels). Since MiniGLX doesn't really support a -window system, the window is effectively the entire frame buffer.</p> -<p>A rendering context represents the current OpenGL state such as -current drawing color, line width, blending mode, texture parameters, -etc. Several rendering contexts can be created but only one can be in -use at any given time.</p> -<p>The Mini GLX interface provides all the functions needed for -choosing pixel formats, create drawing surfaces, creating rendering -contexts and binding rendering contexts to drawing surfaces.<br> -<br> -</p> -<h1>3. Using Mini GLX</h1> -<p>To use the Mini GLX interface in your application, include the -GL/miniglx.h header file at compile time:</p> -<blockquote><code> #include <GL/miniglx.h><br> - </code></blockquote> -<code></code>Applications should link with libGL.so (i.e. <code>gcc -myprogram.o -lGL -o myprogram</code>). libGL.so implements the -MiniGLX API functions and, in turn, loads a hardware-specific device -driver (such as <code>radeon_dri.so</code>) at runtime. The -environment variable <code>LIBGL_DRIVERS_PATH</code> should name the -directory where these modules are located.<br> -<br> -The remainder of this section describes the MiniGLX API functions.<br> -<br> -<h2>3.1 Initialization</h2> -<p>The XOpenDisplay function is used to initialize the graphics system:</p> -<blockquote> - <pre>Display *XOpenDisplay(const char *displayname)<br></pre> -</blockquote> -<p>The <code>displayName</code> parameter is currently ignored in Mini -GLX. It is recommended that <code>NULL</code> be passed as the<code>displayName</code> -parameter.</p> -<p>If XOpenDisplay is able to initialize the graphics system a pointer -to a Display will be returned. Otherwise, NULL will be returned.</p> -<h2>3.2 Choosing a Visual</h2> -<p>A visual (i.e. pixel format) must be chosen before a drawing surface -or rendering context can be created. This is done with the -glXChooseVisual function:</p> -<blockquote> - <pre>XVisualInfo *glXChooseVisual(Display *dpy, int screen, const int *attribList)<br></pre> -</blockquote> -<p><code>dpy</code> is a pointer to the display returned by -XOpenDisplay. </p> -<p><code>screen</code> is currently ignored by Mini GLX and should be -zero. </p> -<p><code>attribList</code> is a list of GLX attributes which describe -the desired pixel format. It is terminated by the token <code>None</code>. -The attributes are as follows:</p> -<blockquote> - <dl> - <dt><code>GLX_USE_GL</code></dt> - <dd>This attribute should always be present in order to maintain -compatibility with GLX.</dd> - <dt><code>GLX_RGBA</code></dt> - <dd>If present, only RGBA pixel formats will be considered. -Otherwise, only color index formats are considered.</dd> - <dt><code>GLX_DOUBLEBUFFER</code></dt> - <dd>if present, only double-buffered pixel formats will be chosen.</dd> - <dt><code>GLX_RED_SIZE n</code></dt> - <dd>Must be followed by a non-negative integer indicating the -minimum number of bits per red pixel component that is acceptable.</dd> - <dt><code>GLX_GREEN_SIZE n</code></dt> - <dd>Must be followed by a non-negative integer indicating the -minimum number of bits per green pixel component that is acceptable.</dd> - <dt><code>GLX_BLUE_SIZE n</code></dt> - <dd>Must be followed by a non-negative integer indicating the -minimum number of bits per blue pixel component that is acceptable.</dd> - <dt><code>GLX_ALPHA_SIZE n</code></dt> - <dd>Must be followed by a non-negative integer indicating the -minimum number of bits per alpha pixel component that is acceptable.</dd> - <dt><code>GLX_STENCIL_SIZE n</code></dt> - <dd>Must be followed by a non-negative integer indicating the -minimum number of bits per stencil value that is acceptable.</dd> - <dt><code>None</code></dt> - <dd>This token is used to terminate the attribute list.</dd> - </dl> -</blockquote> -<p>glXChooseVisual will return a pointer to an XVisualInfo object which -most closely matches the requirements of the attribute list. If there -is no visual which matches the request, NULL will be returned.</p> -<p>Note that visuals with accumulation buffers and depth buffers are -not available.<br> -<br> -</p> -<h2>3.3 Creating a Drawing Surface</h2> -<p>Drawing surfaces are created as X windows. For Mini GLX, -windows are <i>full-screen</i>; they cover the entire frame buffer. - Also, Mini GLX imposes a limit of one window. A second window -cannot be created until the first one is destroyed.</p> -<h3>3.3.1 Window Creation</h3> -<p>The XCreateWindow function is used to create a drawing surface:</p> -<blockquote> - <pre>Window XCreateWindow( Display *display,<br> Window parent,<br> int x, int y,<br> unsigned int width, unsigned int height,<br> unsigned int borderWidth,<br> int depth,<br> unsigned int class,<br> Visual *visual,<br> unsigned long valuemask,<br> XSetWindowAttributes *attributes )<br></pre> -</blockquote> -<p>The parameters are as follows:</p> -<blockquote> - <dl> - <dt><code>display</code></dt> - <dd>A Display pointer, as returned by XOpenDisplay.</dd> - <dt><code>parent</code></dt> - <dd>The parent window for the new window. For Mini GLX, this -should be<code>RootWindow(dpy, 0)</code>.</dd> - <dt><code>x, y</code></dt> - <dd>The position of the window. For Mini GLX, both values should -be zero.</dd> - <dt><code>width, height</code></dt> - <dd>The size of the window. For Mini GLX, this specifies the -desired screen size such as 1024, 768 or 1280, 1024.</dd> - <dt><code>borderWidth</code></dt> - <dd>This parameter should be zero.</dd> - <dt><code>depth</code></dt> - <dd>The pixel depth for the window. For Mini GLX this should be -the depth found in the XVisualInfo object returned by <code>glxChooseVisual</code>.</dd> - <dt><code>class</code></dt> - <dd>The window class. For Mini GLX this value should be <code>InputOutput</code>.</dd> - <dt><code>visual</code></dt> - <dd>This parameter should be the <code>visual</code> field of the <code>XVisualInfo</code> -object returned by <code>glxChooseVisual</code>.</dd> - <dt><code>valuemask</code></dt> - <dd>This parameter indicates which fields of the <code>XSetWindowAttributes</code> -are to be used. For Mini GLX this is typically the bitmask<code>CWBackPixel -| CWBorderPixel | CWColormap</code>.</dd> - <dt><code>attributes</code></dt> - <dd>Initial window attributes. Of the fields in the <code>XSetWindowAttributes</code> -structure, the<code>background_pixel</code>, <code>border_pixel</code> -and <code>colormap</code> fields should be set. See the discussion -below regarding colormaps.</dd> - </dl> -</blockquote> -<p><code>XCreateWindow</code> will return a window handle if it succeeds -or zero if it fails.</p> -<h3>3.3.2 Window Mapping</h3> -<p>To display the window the XMapWindow function must be called:</p> -<blockquote> - <pre>void XMapWindow(Display *dpy, Window w)</pre> -</blockquote> -<p>This function does nothing in Mini GLX but is required for Xlib/GLX -compatibility</p> -<h3>3.3.3 Colormaps<br> -</h3> -<p>Xlib requires specification of a colormap when creating a window. - For purposes of interoperability, Mini GLX requires this as well, -though the colormap is not actually used. The XCreateColormap -function is used to create a colormap:</p> -<blockquote><code>Colormap XCreateColormap(Display *dpy, Window window, -Visual *visual, int alloc)</code><br> - <code></code></blockquote> -<p>The parameters are as follows:<br> -</p> -<blockquote> - <dl> - <dt><code>dpy</code></dt> - <dd>The display handle as returned by XOpenDisplay.</dd> - <dt><code>window</code></dt> - <dd> This parameter is ignored by Mini GLX but should be the value -returned by the <code>RootWindow(dpy, 0)</code> macro.<br> - </dd> - <dt><code>visual</code></dt> - <dd>This parameter is ignored by Mini GLX but should be the visual -field of the XVisualInfo object returned by glXChooseVisual. </dd> - <dt><code>alloc</code></dt> - <dd>This parameter is ignored by Mini GLX but should be set to <code>AllocNone</code>.</dd> - </dl> -</blockquote> -<br> -<h2>3.4 Creating a Rendering Context</h2> -<p>An OpenGL rendering context is created with the <code>glXCreateContext</code> -function:</p> -<blockquote> - <pre>GLXContext glXCreateContext(Display *dpy, XVisualInfo *visInfo, GLXContext shareList, Bool direct)<br></pre> -</blockquote> -<p>The parameters are as follows:</p> -<blockquote> - <dl> - <dt><code>dpy</code></dt> - <dd>The display handle as returned by XOpenDisplay.</dd> - <dt><code>visInfo</code></dt> - <dd>The visual as returned by glXChooseVisual.</dd> - <dt><code>shareList</code></dt> - <dd>If non-zero, texture objects and display lists are shared with -the named rendering context. If zero, texture objects and display lists -will (initially) be private to this context. They may be shared when a -subsequent context is created.</dd> - <dt><code>direct</code></dt> - <dd>Specifies whether direct or indirect rendering is desired. For -Mini GLX this value is ignored but it should be set to <code>True</code>.</dd> - </dl> -</blockquote> -<p><code>glXCreateContext</code> will return a GLXContext handle if it -succeeds or zero if it fails due to invalid parameter or insufficient -resources.<br> -<br> -</p> -<h2>3.5 Binding a Rendering Context</h2> -<p>The final step before beginning OpenGL rendering is to bind (i.e. -activate) a rendering context and drawing surface with the -glXMakeCurrent function:</p> -<blockquote> - <pre>Bool glXMakeCurrent(Display *dpy, GLXDrawable drawable, GLXContext ctx)<br></pre> -</blockquote> -<p>The parameters are as follows:</p> -<blockquote> - <dl> - <dt><code>dpy</code></dt> - <dd>The display handle, as returned by XOpenDisplay.</dd> - <dt><code>drawable</code></dt> - <dd>The window or drawable to bind to the rendering context. This -should be the value returned by XCreateWindow.</dd> - <dt><code>ctx</code></dt> - <dd>The rendering context to bind, as returned by glXCreateContext.</dd> - </dl> -</blockquote> -<p>If glXMakeCurrent succeeds True is returned. Otherwise False is -returned to indicate an invalid display, window or context parameter.</p> -<p>After the rendering context has been bound to the drawing surface -OpenGL rendering can begin.</p> -<p>The current rendering context may be unbound by calling -glXMakeCurrent with the window and context parameters set to zero.</p> -<p>An application may create any number of rendering contexts and bind -them as needed. Note that binding a rendering context is generally not a -light-weight operation. Most simple OpenGL applications create -only one rendering context.<br> -<br> -</p> -<h2>3.6 Color Buffer Swapping</h2> -<p>A double buffered window has two color buffers: a front buffer and a -back buffer. Normally, rendering is directed to the back buffer while -the front buffer is displayed. When rendering of a frame is finished -the front and back buffers are swapped to provide the illusion of -instanteous screen updates.</p> -<p>The color buffers for a particular window (i.e. drawable) may be -swapped with the glXSwapBuffers command:</p> -<blockquote> - <pre>void glXSwapBuffers(Display *dpy, GLXDrawable drawable)<br></pre> -</blockquote> -Any pending rendering commands will be completed before the buffer swap -takes place.<br> -<br> -Calling glXSwapBuffers on a window which is single-buffered has no -effect.<br> -<br> -<h2>3.7 Releasing Resources</h2> -<h3>3.7.1 Releasing Rendering Contexts</h3> -<p>A rendering context may be destroyed by calling glXDestroyContext:</p> -<blockquote> - <pre>void glXDestroyContext(Display *dpy, GLXContext ctx)<br></pre> -</blockquote> -<h3>3.7.2 Releasing Windows</h3> -<p>A window may be destroyed by calling XDestroyWindow:</p> -<blockquote> - <pre>void XDestroyWindow(Display *dpy, Window window)<br></pre> -</blockquote> -<h3>3.7.3 Releasing Visuals</h3> -<p>An XVisualInfo object may be freed by calling XFree:</p> -<blockquote> - <pre>void XFree(void *data)<br></pre> -</blockquote> -<h3>3.7.4 Releasing Colormaps</h3> -<p>A colormap may be freed by calling XFreeColormap:</p> -<blockquote> - <pre>void XFreeColormap(Display *dpy, Colormap colormap)<br></pre> -</blockquote> -<h3>3.7.4 Releasing Display Resources</h3> -<p>When the application is about to exit, the resources associated with -the graphics system can be released by calling XCloseDisplay:</p> -<blockquote> - <pre>void XCloseDisplay(Display *dpy)<br></pre> -</blockquote> -<p>The display handle becomes invalid at this point.<br> -<br> -</p> -<h2>3.8 Query Functions</h2> -<h3>3.8.1 Querying Available Visuals</h3> -A list of all available visuals can be obtained with the XGetVisualInfo -function:<br> -<br> -<div style="margin-left: 40px;"><code>XVisualInfo -*XGetVisualInfo(Display *dpy, long vinfo_mask, XVisualInfo -*vinfo_template, int *nitems_return)<br> -</code></div> -<br> -The parameters are as follows:<br> -<blockquote> - <dl> - <dt><code>dpy</code></dt> - <dd>The display handle, as returned by XOpenDisplay.</dd> - <dt><code>vinfo_mask</code></dt> - <dd>A bitmask indicating which fields of the vinfo_template are to -be matched. The value must be VisualScreenMask.</dd> - <dt><code>vinfo_template</code></dt> - <dd>A template whose fields indicate which visual attributes must -be matched by the results. The screen field of this structure must -be zero.</dd> - <dt><code>nitems_return</code></dt> - <dd>Returns the number of visuals returned. </dd> - </dl> -</blockquote> -The return value is the address of an array of all available visuals.<br> -<br> -An example of using XGetVisualInfo to get all available visuals follows:<br> -<br> -<div style="margin-left: 40px;"><code>XVisualInfo visTemplate, *results;</code><br> -<code>int numVisuals;</code><br> -<code>Display *dpy = XOpenDisplay(NULL);</code><br> -<code>visTemplate.screen = 0;</code><br> -<code>results = XGetVisualInfo(dpy, VisualScreenMask, &visTemplate, -&numVisuals);</code><br> -<code></code></div> -<br> -<h3>3.8.2 Querying Visual Attributes</h3> -<p>The GLX attributes of an X visual may be queried with the -glXGetConfig function:</p> -<blockquote> - <pre>int glXGetConfig(Display *dpy, XVisualInfo *vis, int attribute, int *value)<br></pre> -</blockquote> -<p>The parameters are as follows:</p> -<blockquote> - <dl> - <dt><code>dpy</code></dt> - <dd>The display handle, as returned by XOpenDisplay.</dd> - <dt><code>vis</code></dt> - <dd>The visual, as returned by glXChooseVisual.</dd> - <dt><code>attribute</code></dt> - <dd>The attribute to query. The attributes are listed below.</dd> - <dt><code>value</code></dt> - <dd>Pointer to an integer in which the result of the query will be -stored. </dd> - </dl> -</blockquote> -<p>The return value will be zero if no error occurs.<code> - GLX_INVALID_ATTRIBUTE</code> will be returned if the attribute -parameter is invalid.<code> GLX_BAD_VISUAL</code> will be returned -if the XVisualInfo parameter is invalid.</p> -<p>The following attributes may be queried:</p> -<blockquote> - <dl> - <dt><code>GLX_USE_GL</code></dt> - <dd>The result will be <code>True</code> or <code>False</code> to -indicate if OpenGL rendering is supported with the visual. Mini GLX -always return <code>True</code>.</dd> - <dt><code>GLX_RGBA</code></dt> - <dd>The result will be <code>True</code> for RGBA visuals or <code>False</code> -for color index visuals.</dd> - <dt><code>GLX_DOUBLEBUFFER</code></dt> - <dd>The result will be <code>True</code> if the visual has two -color buffers or <code>False</code> if the visual has one color buffer.</dd> - <dt><code>GLX_RED_SIZE</code></dt> - <dd>The result will be the number of red bits per pixel.</dd> - <dt><code>GLX_GREEN_SIZE</code></dt> - <dd>The result will be the number of green bits per pixel.</dd> - <dt><code>GLX_BLUE_SIZE</code></dt> - <dd>The result will be the number of blue bits per pixel.</dd> - <dt><code>GLX_ALPHA_SIZE</code></dt> - <dd>The result will be the number of alpha bits per pixel.</dd> - <dt><code>GLX_DEPTH_SIZE</code></dt> - <dd>The result will be the number of bits per Z value.</dd> - <dt><code>GLX_STENCIL_SIZE</code></dt> - <dd>The result will be the number of bits per stencil value.<br> - <br> - </dd> - </dl> -</blockquote> -<h3>3.8.3 Querying the Current Rendering Context</h3> -<p>The current rendering context can be queried with -glXGetCurrentContext: </p> -<blockquote> - <pre>GLXContext glXGetCurrentContext(void)<br></pre> -</blockquote> -<p>Zero will be returned if no context is currently bound.<br> -<br> -</p> -<h3>3.8.4 Querying the Current Drawable</h3> -<p>The current drawable (i.e. window or drawing surface) can be queried -with glXGetCurrentDrawable:</p> -<blockquote> - <pre>GLXDrawable glXGetCurrentDrawable(void)<br></pre> -</blockquote> -<p>Zero will be returned if no drawable is currently bound.<br> -<br> -</p> -<h3>3.8.5 Function Address Queries</h3> -<p>The glXGetProcAddress function will return the address of any -available OpenGL or Mini GLX function:</p> -<blockquote> - <pre>void *glXGetProcAddress(const GLubyte *procName)<br></pre> -</blockquote> -<p>If <code>procName</code> is a valid function name, a pointer to that -function will be returned. Otherwise, NULL will be returned.</p> -<p>The purpose of glXGetProcAddress is to facilitate using future -extensions to OpenGL or Mini GLX. If a future version of the library -adds new extension functions they'll be accessible via -glXGetProcAddress. The alternative is to hard-code calls to the new -functions in the application but doing so will prevent linking the -application with older versions of the library.<br> -<br> -</p> -<h2>3.9 Versioning</h2> -The Mini GLX version can be queried at run time with glXQueryVersion: -<blockquote> - <pre>Bool glXQueryVersion(Display *dpy, int *major, int *minor)<br></pre> -</blockquote> -<p><code>major</code> will be set to the major version number and<code>minor</code> -will be set to the minor version number.<code>True</code> will be -returned if the function succeeds. <code>False</code> will be returned -if the function fails due to invalid parameters. The <code>dpy</code> -argument is currently ignored, but should be the value returned by -XOpenDisplay.</p> -<p>At compile time, the Mini GLX interface version can be tested with -the MINI_GLX_VERSION_1_<i>x</i> preprocessor tokens. For example, if -version 1.0 of Mini GLX is supported, then<code> MINI_GLX_VERSION_1_0</code> -will be defined. If version 1.1 of Mini GLX is supported, then<code> -MINI_GLX_VERSION_1_1</code> will be defined.</p> -<p>At the time of writing the current Mini GLX version is 1.0.<br> -<br> -</p> -<h1>4.0 Interoperability with GLX and Xlib</h1> -While Mini GLX strives to be compatible with GLX and Xlib there are -some unavoidable differences which must be taken into consideration.<br> -<h2>4.1 Public vs Private Structures</h2> -The structure of many X data types is public. For example, the <code>Display</code> -data type is defined as a structure in /usr/include/X11/Xlib.h and -programmers may access any fields of that structure at will. Mini -GLX also defines a Display data type but its fields are hidden and not -visiblein <code>miniglx.h</code>. Duplicating the Xlib -declaration for the <code>Display</code> data type in minigl.h would -require defining a large number of other superfluous Xlib datatypes.<br> -<br> -Mini GLX users are discouraged from directly accessing the fields of -Xlib data types to maximize portability - though this is unavoidable to -some extent. For example, the <code>XVisualInfo</code> and <code>XSetWindowAtttributes</code> -data types must be completely public. -<h2>4.2 Macros</h2> -In some cases, Xlib defines macros which are meant to be used instead -of direct structure accesses. For example, the <code>RootWindow(dpy, -screen)</code> macro returns the root window for a given screen on a -given display. Unfortunately, macros do nothing to aid in ABI -compatibility since they are resolved at compile time instead of at -link/run time.<br> -<br> -Mini GLX also defines a <code>RootWindow</code> macro since it's -essential for creating windows. But the implementation of this -macro by Xlib and Mini GLX is completely different.<br> -<h2>4.3 Summary</h2> -Because Xlib and Mini GLX define data types and macros differently, -Mini GLX applications must be recompiled when retargeting Mini GLX or -native Xlib/GLX. That is, applications can't simply be re-linked -because of ABI incompatibilities.<br> -<br> -Nevertheless, the fact that Mini GLX programs can be recompiled for -Xlib and GLX increases portability and flexibility for testing and -prototyping.<br> -<br> -<h1>5.0 Example Program</h1> -<p>This section shows an example program which uses the Mini GLX -interface. The program simply draws several frames of a rotating square.<br> -</p> -<p>The program may be compiled for use with Xlib/GLX or Mini GLX by -setting the <code>USE_MINIGLX</code> token to 0 or 1, respectively. - Note that the only difference is the header files which are -included.<br> -</p> -<p> </p> -<pre><code><br></code>#define USE_MINIGLX 1 /* 1 = use Mini GLX, 0 = use Xlib/GLX */<br><br>#include <stdio.h><br>#include <stdlib.h><br>#include <GL/gl.h><br><br>#if USE_MINIGLX<br>#include <GL/miniglx.h><br>#else<br>#include <GL/glx.h><br>#include <X11/Xlib.h><br>#endif<br><br><code>/*<br> * Create a simple double-buffered RGBA window.<br> */<br>static Window<br>MakeWindow(Display * dpy, unsigned int width, unsigned int height)<br>{<br> int visAttributes[] = {<br> GLX_RGBA,<br> GLX_RED_SIZE, 1,<br> GLX_GREEN_SIZE, 1,<br> GLX_BLUE_SIZE, 1,<br> GLX_DOUBLEBUFFER,<br> None<br> };<br> XSetWindowAttributes attr;<br> unsigned long attrMask;<br> Window root;<br> Window win;<br> GLXContext ctx;<br> XVisualInfo *visinfo;<br><br> root = RootWindow(dpy, 0);<br><br> /* Choose GLX visual / pixel format */<br> visinfo = glXChooseVisual(dpy, 0, visAttributes);<br> if (!visinfo) {<br> printf("Error: couldn't get an RGB, Double-buffered visual\n");<br> exit(1);<br> }<br><br> /* Create the window */<br> attr.background_pixel = 0;<br> attr.border_pixel = 0;<br> attr.colormap = XCreateColormap(dpy, root, visinfo->visual, AllocNone);<br> attrMask = CWBackPixel | CWBorderPixel | CWColormap;<br> win = XCreateWindow(dpy, root, 0, 0, width, height,<br> 0, visinfo->depth, InputOutput,<br> visinfo->visual, attrMask, &attr);<br> if (!win) {<br> printf("Error: XCreateWindow failed\n");<br> exit(1);<br> }<br><br> /* Display the window */<br> XMapWindow(dpy, win);<br><br> /* Create GLX rendering context */<br> ctx = glXCreateContext(dpy, visinfo, NULL, True);<br> if (!ctx) {<br> printf("Error: glXCreateContext failed\n");<br> exit(1);<br> }<br><br> /* Bind the rendering context and window */<br> glXMakeCurrent(dpy, win, ctx);<br><br> return win;<br>}<br><br><br>/*<br> * Draw a few frames of a rotating square.<br> */<br>static void<br>DrawFrames(Display * dpy, Window win)<br>{<br> int angle;<br> glShadeModel(GL_FLAT);<br> glClearColor(0.5, 0.5, 0.5, 1.0);<br> for (angle = 0; angle < 360; angle += 10) {<br> glClear(GL_COLOR_BUFFER_BIT);<br> glColor3f(1.0, 1.0, 0.0);<br> glPushMatrix();<br> glRotatef(angle, 0, 0, 1);<br> glRectf(-0.8, -0.8, 0.8, 0.8);<br> glPopMatrix();<br> glXSwapBuffers(dpy, win);<br> }<br>}<br><br><br>int<br>main(int argc, char *argv[])<br>{<br> Display *dpy;<br> Window win;<br><br> dpy = XOpenDisplay(NULL);<br> if (!dpy) {<br> printf("Error: XOpenDisplay failed\n");<br> return 1;<br> }<br><br> win = MakeWindow(dpy, 300, 300);<br><br> DrawFrames(dpy, win);<br><br> return 0;<br>}<br></code></pre> -<br> -</body> -</html> diff --git a/docs/README.3DFX b/docs/README.3DFX index 037e8fa7cc6..7feda6f33f7 100644 --- a/docs/README.3DFX +++ b/docs/README.3DFX @@ -644,7 +644,7 @@ Hints and Special Features: - The Voodoo driver supports the GL_EXT_paletted_texture. it works only with GL_COLOR_INDEX8_EXT, GL_RGBA palettes and the alpha value - is ignored because this is a limitation of the the current Glide + is ignored because this is a limitation of the current Glide version and of the Voodoo hardware. See Mesa-3.1/3Dfx/demos/paltex.c for a demo of this extension. diff --git a/docs/README.D3D b/docs/README.D3D deleted file mode 100644 index b41fcb62085..00000000000 --- a/docs/README.D3D +++ /dev/null @@ -1,124 +0,0 @@ - - DirectX 6 Driver for Mesa 3.0 - - -This software is distributed under the terms of the GNU Library -General Public License, see the LICENSE file for details. - - - -What do you need ? ------------------- - - - A PC with a DirectX 6 video driver installed. - - - Mesa 3.0 - - - The 3Dfx Glide library 2.3 or later for your OS (the 2.4 works fine). - The Voodoo2 requires the Glide library 2.51. The Glide 3.0 is not - compatible with the Glide 2.x so it doesn't work with the current - version of the driver; - - - Visual C++ 5.0 is only compiler test but others should be ok with - changes to the makefiles (CFLAGS/LFLAGS). - - - DirectX 6 SDK (was a MS download but not sure if still available). - - - SoftIce or another debugger that will get DPF's is nice. - - -Tested on: ----------- - Windows 95 - Windows 98 - Windows NT 5.0 (beta 2) - - -What is able to do ? --------------------- - - - the driver will try and use DirectX to rasterize the OpenGL primitives - that are sent to the driver. The driver will fall back to SW if the rendering - context is too big. The fallback to SW still uses DirectDraw. If the driver - fails to support and operation (accum, stencil, etc) then it will try and get - Mesa to render it in SW. DirectX 6 features that are unsupported by the - installed DirectX 6 driver will be mapped to some other best fit feature. - - -How to compile: ---------------- - - These instructions assume you have Visual C++ installed. - - You might need to increase you enviroment space. You can do this by - adding the following statement to you config.sys. - - shell=C:\COMMAND.COM C:\ /p /e:8198 - - Next setup you compiler enviroment by running vcvars32.bat in the Visual C++ - 'bin' directoy. - - c:\DevStudio\VC\bin\vcvars32.bat - - Modify the D3D makefile to point at your SDK install. Example has the SDK - installed on my 'f' drive in the root. - - file: \Mesa-3.0\src\makefile.d3d - - SDKROOT=f:\mssdk - - Now you can simply make the project. If you look in the makefile you can see - I have some different targets like 'install'. - - nmake /f makefile.d3d - - -FAQ: ----- - - 1) I don't think the driver is using my DirectX driver. - - This maybe true as the current version will only select the Primary D3D driver - installed. If you 3D card is the secondary (3dfx) then your out of luck for this - release. - - 2) The driver seems like its not HW accelerated. - - If you have a video card with limited memory then you might want to try and - change your destop resolution to a low setting (640x480x16) so that the 3D part - of the card has more resources. Remeber the driver can't make the card better... - - 3) Nothing works. - - Make sure you have a DirectX '6' driver installed. Check you driver docs for this - info or use the SDK info utilities. - The final 'dll' is named opengl32.dll and is either in the same directory as the - OpenGL program or in your system directory (x:\windows\system or x:\winnt\system32). - Check your destop resolution. Most DirectX 6 drivers will only support 16bit and - 32bit color depth. To find out for sure you can check the DirectX Info Viewer in - the SDK. - - - 4) Rendering doesn't look right. - - Sometimes this is because the card doesn't support a feature that that is required. - This is usually due to unsupported alpha functions (test/blend) or texture mapping. - Some cards suffer from too small of an alpha channel. The driver does its best to - fallback on unsupported features. This is not to say the driver may not have a bug(s). - - 5) Textures look bad. - - No mipmapping in this release. - - -Thanks to: ----------- - -Brian Paul - - - - -Leigh McRae ([email protected]) -February 9, 1999 - diff --git a/docs/README.directfb b/docs/README.directfb deleted file mode 100644 index d66ca8d3caa..00000000000 --- a/docs/README.directfb +++ /dev/null @@ -1,29 +0,0 @@ - - Mesa DirectFB Information - - -Requirements -============ - - To build Mesa with DirectFB (DirectFBGL) support you need: - - DirectFB at least 1.0.0 (http://directfb.org) - - pkg-config at least 0.9 (http://pkgconfig.sf.net) - - -Installation -============ - Run - - make linux-directfb - - to build Mesa and DirectFBGL module, - - make install - - to install OpenGL libraries and - - cd src/mesa/drivers/directfb ; make install - - to install DirectFBGL module in the proper location. - Actually, that last command may not be needed. Please provide feedback. - diff --git a/docs/contents.html b/docs/contents.html index f0646ffb402..cca20ecaae8 100644 --- a/docs/contents.html +++ b/docs/contents.html @@ -92,7 +92,6 @@ a:visited { <li><a href="modelers.html" target="MainFrame">Modeling and Rendering</a> <li><a href="science.html" target="MainFrame">Science and Technical</a> <li><a href="utility.html" target="MainFrame">Utilities</a> -<li><a href="demos.html" target="MainFrame">Demos / other</a> </ul> <b>Hosted by:</b> diff --git a/docs/demos.html b/docs/demos.html deleted file mode 100644 index b4a2cc5e366..00000000000 --- a/docs/demos.html +++ /dev/null @@ -1,18 +0,0 @@ -<HTML> - -<TITLE>Demos</TITLE> - -<link rel="stylesheet" type="text/css" href="mesa.css"></head> - -<BODY> - -<H1>Demos</H1> - - -<ul> -<li><a href="http://www.geocities.com/shobhand/homepage.html">Shobhan Dutta's Geartrain and Walkthrough Demos</a> -</li></ul> - - -</body> -</html>
\ No newline at end of file diff --git a/docs/devinfo.html b/docs/devinfo.html index 0fb816749ed..df0e7265249 100644 --- a/docs/devinfo.html +++ b/docs/devinfo.html @@ -107,7 +107,7 @@ Global variables are not allowed. Function name examples: </p> <pre> - glFooBar() - a public GL entry point (in dispatch.c) + glFooBar() - a public GL entry point (in glapi_dispatch.c) _mesa_FooBar() - the internal immediate mode function save_FooBar() - retained mode (display list) function in dlist.c foo_bar() - a static (private) function diff --git a/docs/dispatch.html b/docs/dispatch.html index bcab74c7070..e5587c1a294 100644 --- a/docs/dispatch.html +++ b/docs/dispatch.html @@ -199,7 +199,7 @@ few preprocessor defines.</p> <li>If <tt>GLX_USE_TLS</tt> is defined, method #4 is used.</li> <li>If <tt>PTHREADS</tt> is defined, method #3 is used.</li> <li>If any of <tt>PTHREADS</tt>, -<tt>SOLARIS_THREADS</tt>, <tt>WIN32_THREADS</tt>, or <tt>BEOS_THREADS</tt> +<tt>WIN32_THREADS</tt>, or <tt>BEOS_THREADS</tt> is defined, method #2 is used.</li> <li>If none of the preceeding are defined, method #1 is used.</li> </ul> @@ -244,8 +244,8 @@ isn't a significant problem.</p> system. There are two steps to this. The file must first be added to <tt>src/mesa/sources</tt>. That gets the file built and linked. The second step is to add the correct <tt>#ifdef</tt> magic to -<tt>src/mesa/main/dispatch.c</tt> to prevent the C version of the dispatch -functions from being built.</p> +<tt>src/mesa/glapi/glapi_dispatch.c</tt> to prevent the C version of the +dispatch functions from being built.</p> <A NAME="fixedsize"/> <H3>3.4. Fixed-Length Dispatch Stubs</H3> diff --git a/docs/egl.html b/docs/egl.html index 82cc06600bd..55907f6cfac 100644 --- a/docs/egl.html +++ b/docs/egl.html @@ -28,7 +28,7 @@ cards.</p> <ol> <li> -<p>Run <code>configure</code> with the desired state trackers and and enable +<p>Run <code>configure</code> with the desired state trackers and enable the Gallium driver for your hardware. For example</p> <pre> diff --git a/docs/install.html b/docs/install.html index 5aea92e0b51..3962ea5c91e 100644 --- a/docs/install.html +++ b/docs/install.html @@ -361,7 +361,7 @@ To build Mesa with SCons for Windows on Linux using the MinGW crosscompiler tool This will create: </p> <ul> -<li>build/windows-x86-debug/gallium/winsys/gdi/opengl32.dll — Mesa + Gallium + softpipe, binary compatible with Windows's opengl32.dll +<li>build/windows-x86-debug/gallium/targets/libgl-gdi/opengl32.dll — Mesa + Gallium + softpipe, binary compatible with Windows's opengl32.dll <li>build/windows-x86-debug/glut/glx/glut32.dll <li>progs/build/windows-x86-debug/wgl/wglinfo.exe <li>progs/build/windows-x86-debug/trivial/tri.exe diff --git a/docs/relnotes-7.8.html b/docs/relnotes-7.8.html index 177d11e57ab..ebe3d498b57 100644 --- a/docs/relnotes-7.8.html +++ b/docs/relnotes-7.8.html @@ -36,7 +36,9 @@ tbd <ul> <li>GL_NV_conditional_render extension (swrast driver only) <li>GL_EXT_draw_buffers2 extension (swrast and i965 driver only) -<li>GL_ARB_fragment_coord_conventions extension (for swrast and Gallium drivers) +<li>GL_ARB_fragment_coord_conventions extension (for swrast, i965, and Gallium drivers) +<li>GL_EXT_texture_array extension (swrast driver only) +<li>GL_APPLE_object_purgeable extension (swrast and i945/i965 DRI drivers) <li>Much improved support for <a href="egl.html">EGL in Mesa</a> <li>New state trackers for <a href="opengles.html">OpenGL ES 1.1 and 2.0</a> <li>Dedicated documentation for Gallium @@ -52,7 +54,8 @@ tbd <h2>Changes</h2> <ul> -<li>TBD +<li>Removed support for color-index rendering</li> +<li>Removed support for GCC versions earlier than 3.3.0.</li> </ul> </body> diff --git a/docs/relnotes-7.9.html b/docs/relnotes-7.9.html new file mode 100644 index 00000000000..f7d5016dc69 --- /dev/null +++ b/docs/relnotes-7.9.html @@ -0,0 +1,50 @@ +<HTML> + +<TITLE>Mesa Release Notes</TITLE> + +<head><link rel="stylesheet" type="text/css" href="mesa.css"></head> + +<BODY> + +<body bgcolor="#eeeeee"> + +<H1>Mesa 7.9 Release Notes / date TBD</H1> + +<p> +Mesa 7.9 is a new development release. +People who are concerned with stability and reliability should stick +with a previous release or wait for Mesa 7.9.1. +</p> +<p> +Mesa 7.9 implements the OpenGL 2.1 API, but the version reported by +glGetString(GL_VERSION) depends on the particular driver being used. +Some drivers don't support all the features required in OpenGL 2.1. +</p> +<p> +See the <a href="install.html">Compiling/Installing page</a> for prerequisites +for DRI hardware acceleration. +</p> + + +<h2>MD5 checksums</h2> +<pre> +tbd +</pre> + + +<h2>New features</h2> +<ul> +</ul> + + +<h2>Bug fixes</h2> +<ul> +</ul> + + +<h2>Changes</h2> +<ul> +</ul> + +</body> +</html> diff --git a/docs/relnotes.html b/docs/relnotes.html index f1f95c5d3ca..3e17a1e94ee 100644 --- a/docs/relnotes.html +++ b/docs/relnotes.html @@ -13,7 +13,6 @@ The release notes summarize what's new or changed in each Mesa release. </p> <UL> -<<<<<<< HEAD:docs/relnotes.html <LI><A HREF="relnotes-7.8.html">7.8 release notes</A> <LI><A HREF="relnotes-7.7.1.html">7.7.1 release notes</A> <LI><A HREF="relnotes-7.7.html">7.7 release notes</A> |