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author | marha <marha@users.sourceforge.net> | 2009-10-08 13:15:52 +0000 |
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committer | marha <marha@users.sourceforge.net> | 2009-10-08 13:15:52 +0000 |
commit | a0c4815433ccd57322f4f7703ca35e9ccfa59250 (patch) | |
tree | f5213802ec12adb86ec3136001c1c29fe5343700 /mesalib/docs/xlibdriver.html | |
parent | c73dc01b6de45612b24dc2dd34fba24d81ebf46c (diff) | |
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Added MesaLib-7.6
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diff --git a/mesalib/docs/xlibdriver.html b/mesalib/docs/xlibdriver.html new file mode 100644 index 000000000..d95f4d579 --- /dev/null +++ b/mesalib/docs/xlibdriver.html @@ -0,0 +1,275 @@ +<HTML> + +<TITLE>Xlib Software Driver</TITLE> + +<link rel="stylesheet" type="text/css" href="mesa.css"></head> + +<BODY> + +<H1>Xlib Software Driver</H1> + +<p> +Mesa's Xlib driver provides an emulation of the GLX interface so that +OpenGL programs which use the GLX API can render to any X display, even +those that don't support the GLX extension. +Effectively, the Xlib driver converts all OpenGL rendering into Xlib calls. +</p> + +<p> +The Xlib driver is the oldest Mesa driver and the most mature of Mesa's +software-only drivers. +</p> + +<p> +Since the Xlib driver <em>emulates</em> the GLX extension, it's not +totally conformant with a true GLX implementation. +The differences are fairly obscure, however. +</p> + +<p> +The unique features of the Xlib driver follows. +</p> + + +<H2>X Visual Selection</H2> +<p> +Mesa supports RGB(A) rendering into almost any X visual type and depth. +</p> +<p> +The glXChooseVisual function tries to choose the best X visual +for the given attribute list. However, if this doesn't suit your needs +you can force Mesa to use any X visual you want (any supported by your +X server that is) by setting the <b>MESA_RGB_VISUAL</b> and +<b>MESA_CI_VISUAL</b> +environment variables. +When an RGB visual is requested, glXChooseVisual +will first look if the MESA_RGB_VISUAL variable is defined. +If so, it will try to use the specified visual. +Similarly, when a color index visual is requested, glXChooseVisual will +look for the MESA_CI_VISUAL variable. +</p> + +<p> +The format of accepted values is: <code>visual-class depth</code> +</p> +<p> +Here are some examples: +</p> +<pre> + using csh: + % setenv MESA_RGB_VISUAL "TrueColor 8" // 8-bit TrueColor + % setenv MESA_CI_VISUAL "PseudoColor 12" // 12-bit PseudoColor + % setenv MESA_RGB_VISUAL "PseudoColor 8" // 8-bit PseudoColor + + using bash: + $ export MESA_RGB_VISUAL="TrueColor 8" + $ export MESA_CI_VISUAL="PseudoColor 12" + $ export MESA_RGB_VISUAL="PseudoColor 8" +</pre> + + +<H2>Double Buffering</H2> +<p> +Mesa can use either an X Pixmap or XImage as the back color buffer when in +double-buffer mode. +The default is to use an XImage. +The <b>MESA_BACK_BUFFER</b> environment variable can override this. +The valid values for <b>MESA_BACK_BUFFER</b> are: <b>Pixmap</b> and +<b>XImage</b> (only the first letter is checked, case doesn't matter). +</p> + +<p> +Using XImage is almost always faster than a Pixmap since it resides in +the application's address space. +When glXSwapBuffers() is called, XPutImage() or XShmPutImage() is used +to transfer the XImage to the on-screen window. +</p> +<p> +A Pixmap may be faster when doing remote rendering of a simple scene. +Some OpenGL features will be very slow with a Pixmap (for example, blending +will require a round-trip message for pixel readback.) +</p> +<p> +Experiment with the MESA_BACK_BUFFER variable to see which is faster +for your application. +</p> + + +<H2>Colormaps</H2> +<p> +When using Mesa directly or with GLX, it's up to the application +writer to create a window with an appropriate colormap. The GLUT +toolkit tris to minimize colormap <em>flashing</em> by sharing +colormaps when possible. Specifically, if the visual and depth of the +window matches that of the root window, the root window's colormap +will be shared by the Mesa window. Otherwise, a new, private colormap +will be allocated. +</p> + +<p> +When sharing the root colormap, Mesa may be unable to allocate the colors +it needs, resulting in poor color quality. This can happen when a +large number of colorcells in the root colormap are already allocated. +To prevent colormap sharing in GLUT, set the +<b>MESA_PRIVATE_CMAP</b> environment variable. The value isn't +significant. +</p> + + +<H2>Gamma Correction</H2> +<p> +To compensate for the nonlinear relationship between pixel values +and displayed intensities, there is a gamma correction feature in +Mesa. Some systems, such as Silicon Graphics, support gamma +correction in hardware (man gamma) so you won't need to use Mesa's +gamma facility. Other systems, however, may need gamma adjustment +to produce images which look correct. If you believe that +Mesa's images are too dim, read on. +</p> + +<p> +Gamma correction is controlled with the <b>MESA_GAMMA</b> environment +variable. Its value is of the form <b>Gr Gg Gb</b> or just <b>G</b> where +Gr is the red gamma value, Gg is the green gamma value, Gb is the +blue gamma value and G is one gamma value to use for all three +channels. Each value is a positive real number typically in the +range 1.0 to 2.5. +The defaults are all 1.0, effectively disabling gamma correction. +Examples: +</p> +<pre> + % export MESA_GAMMA="2.3 2.2 2.4" // separate R,G,B values + % export MESA_GAMMA="2.0" // same gamma for R,G,B +</pre> +<p> +The progs/demos/gamma.c program may help you to determine reasonable gamma +value for your display. With correct gamma values, the color intensities +displayed in the top row (drawn by dithering) should nearly match those +in the bottom row (drawn as grays). +</p> + +<p> +Alex De Bruyn reports that gamma values of 1.6, 1.6 and 1.9 work well +on HP displays using the HP-ColorRecovery technology. +</p> + +<p> +Mesa implements gamma correction with a lookup table which translates +a "linear" pixel value to a gamma-corrected pixel value. There is a +small performance penalty. Gamma correction only works in RGB mode. +Also be aware that pixel values read back from the frame buffer will +not be "un-corrected" so glReadPixels may not return the same data +drawn with glDrawPixels. +</p> + +<p> +For more information about gamma correction see: +<a href="http://www.inforamp.net/~poynton/notes/colour_and_gamma/GammaFAQ.html" +the Gamma FAQ</a> +</p> + + +<H2>Overlay Planes</H2> +<p> +Hardware overlay planes are supported by the Xlib driver. To +determine if your X server has overlay support you can test for the +SERVER_OVERLAY_VISUALS property: +</p> +<pre> + xprop -root | grep SERVER_OVERLAY_VISUALS +</pre> + + +<H2>HPCR Dithering</H2> +<p> +If you set the <b>MESA_HPCR_CLEAR</b> environment variable then dithering +will be used when clearing the color buffer. This is only applicable +to HP systems with the HPCR (Color Recovery) feature. +This incurs a small performance penalty. +</p> + + +<H2>Extensions</H2> +<p> +The following MESA-specific extensions are implemented in the Xlib driver. +</p> + +<h3>GLX_MESA_pixmap_colormap</h3> + +<p> +This extension adds the GLX function: +</p> +<pre> + GLXPixmap glXCreateGLXPixmapMESA( Display *dpy, XVisualInfo *visual, + Pixmap pixmap, Colormap cmap ) +</pre> +<p> +It is an alternative to the standard glXCreateGLXPixmap() function. +Since Mesa supports RGB rendering into any X visual, not just True- +Color or DirectColor, Mesa needs colormap information to convert RGB +values into pixel values. An X window carries this information but a +pixmap does not. This function associates a colormap to a GLX pixmap. +See the xdemos/glxpixmap.c file for an example of how to use this +extension. +</p> +<p> +<a href="MESA_pixmap_colormap.spec">GLX_MESA_pixmap_colormap specification</a> +</p> + + +<h3>GLX_MESA_release_buffers</h3> +<p> +Mesa associates a set of ancillary (depth, accumulation, stencil and +alpha) buffers with each X window it draws into. These ancillary +buffers are allocated for each X window the first time the X window +is passed to glXMakeCurrent(). Mesa, however, can't detect when an +X window has been destroyed in order to free the ancillary buffers. +</p> +<p> +The best it can do is to check for recently destroyed windows whenever +the client calls the glXCreateContext() or glXDestroyContext() +functions. This may not be sufficient in all situations though. +</p> +<p> +The GLX_MESA_release_buffers extension allows a client to explicitly +deallocate the ancillary buffers by calling glxReleaseBuffersMESA() +just before an X window is destroyed. For example: +</p> +<pre> + #ifdef GLX_MESA_release_buffers + glXReleaseBuffersMESA( dpy, window ); + #endif + XDestroyWindow( dpy, window ); +</pre> +<p> +<a href="MESA_release_buffers.spec">GLX_MESA_release_buffers specification</a> +</p> +<p> +This extension was added in Mesa 2.0. +</p> + +<H3>GLX_MESA_copy_sub_buffer</H3> +<p> +This extension adds the glXCopySubBufferMESA() function. It works +like glXSwapBuffers() but only copies a sub-region of the window +instead of the whole window. +</p> +<p> +<a href="MESA_copy_sub_buffer.spec">GLX_MESA_copy_sub_buffer specification</a> +</p> +<p> +This extension was added in Mesa 2.6 +</p> + +<h2>Summary of X-related environment variables</H2> +<pre> + MESA_RGB_VISUAL - specifies the X visual and depth for RGB mode (X only) + MESA_CI_VISUAL - specifies the X visual and depth for CI mode (X only) + MESA_BACK_BUFFER - specifies how to implement the back color buffer (X only) + MESA_PRIVATE_CMAP - force aux/tk libraries to use private colormaps (X only) + MESA_GAMMA - gamma correction coefficients (X only) +</pre> + + +</body> +</html> |