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author | marha <marha@users.sourceforge.net> | 2013-03-18 16:34:52 +0100 |
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committer | marha <marha@users.sourceforge.net> | 2013-03-18 16:34:52 +0100 |
commit | 1923199a967ec1add54ad8c0e5d48ee320efdb9f (patch) | |
tree | b8c3af0c9f15576a65d85bb80f94546d7c0d0542 /mesalib/docs | |
parent | b5acb643ab1a86b31409900a7c03281fcc48c8e3 (diff) | |
parent | 9c17f511266fff48a936633de280f271f0ce0c11 (diff) | |
download | vcxsrv-1923199a967ec1add54ad8c0e5d48ee320efdb9f.tar.gz vcxsrv-1923199a967ec1add54ad8c0e5d48ee320efdb9f.tar.bz2 vcxsrv-1923199a967ec1add54ad8c0e5d48ee320efdb9f.zip |
Merge remote-tracking branch 'origin/released'
* origin/released:
libX11 mesa git update 18 Mar 2013
fontconfig libX11 mesa pixman xserver xkeyboard-config git update 11 Mar 2013
Diffstat (limited to 'mesalib/docs')
-rw-r--r-- | mesalib/docs/devinfo.html | 2 | ||||
-rw-r--r-- | mesalib/docs/osmesa.html | 65 | ||||
-rw-r--r-- | mesalib/docs/viewperf.html | 29 |
3 files changed, 54 insertions, 42 deletions
diff --git a/mesalib/docs/devinfo.html b/mesalib/docs/devinfo.html index d64171aee..c89bfc02e 100644 --- a/mesalib/docs/devinfo.html +++ b/mesalib/docs/devinfo.html @@ -200,8 +200,6 @@ branch is relevant. <dd>PACKAGE_VERSION</dd> <dt>configure.ac</dt> <dd>AC_INIT</dd> - <dt>src/mesa/main/version.h</dt> - <dd>MESA_MAJOR, MESA_MINOR, MESA_PATCH and MESA_VERSION_STRING</dd> </dl> <p> diff --git a/mesalib/docs/osmesa.html b/mesalib/docs/osmesa.html index b0609cf88..848754570 100644 --- a/mesalib/docs/osmesa.html +++ b/mesalib/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> diff --git a/mesalib/docs/viewperf.html b/mesalib/docs/viewperf.html index ab2fd67ef..3bbe1978a 100644 --- a/mesalib/docs/viewperf.html +++ b/mesalib/docs/viewperf.html @@ -203,6 +203,35 @@ This causes the object in question to be drawn in a strange orientation and with a semi-random color (between white and black) since GL_FOG is enabled. </p> + +<h2>Proe-05 test 1</h2> + +<p> +This uses depth testing but there's two problems: +<ol> +<li>The glXChooseFBConfig() call doesn't request a depth buffer +<li>The test never calls glClear(GL_DEPTH_BUFFER_BIT) to initialize the depth buffer +</ol> +<p> +If the chosen visual does not have a depth buffer, you'll see the wireframe +car model but it won't be rendered correctly. +</p> +If (by luck) the chosen visual has a depth buffer, its initial contents +will be undefined so you may or may not see parts of the model. +<p> +Interestingly, with NVIDIA's driver most visuals happen to have a depth buffer +and apparently the contents are initialized to 1.0 by default so this test +just happens to work with their drivers. +</p> + +<p> +Finally, even if a depth buffer was requested and the glClear(GL_COLOR_BUFFER_BIT) +calls were changed to glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) +the problem still wouldn't be fixed because GL_DEPTH_WRITEMASK=GL_FALSE when +glClear is called so clearing the depth buffer would be a no-op anyway. +</p> + + </div> </body> </html> |