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Mesa 3D graphics library
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winddk.py |
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