e9438a8659
and xserver)...
147 lines
3.3 KiB
Plaintext
147 lines
3.3 KiB
Plaintext
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WindML Driver for Mesa 4.0
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Requirements
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------------
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Tornado 2 + WindML, Cumulative Patchs are recommended.
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I suppose you have a valid WindML installation. Double buffer hardware
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gives better performance than double buffer software so if you can
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compile your WindML driver with this option, just do it. I/O
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redirection is adviced in target server.
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Tested on
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---------
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During the development, my main target was a CoolMonster:
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- Video card: CT69000
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- CPU: PENTIUM 266MHz
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and my host a Windows NT + Tornado 2.
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Installation
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------------
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1. Mesa sources must be in root directory (C:\)
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2. Add the following line to your torVars.bat:
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set MESA_BASE=C:\Mesa
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OR copy the new torVars.bat in your bin path:
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c:/Mesa/src/ugl/tornado/torVars.sample ->
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/mnt/nt/Tornado/host/x86-win32/bin/torVars (for example)
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3. In a command prompt:
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$ torVars
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$ cd c:\Mesa
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$ make -f Makefile.ugl CPU=PENTIUM
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Take a long while...
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5. Include all the files from ugldemos folder to build some downloadable
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application modules
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4. Download UGL/Mesa object files on target
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For example via the WindShell:
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ld < c:\Tornado\target\lib\objMesaGL.o
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ld < c:\Tornado\target\lib\objMesaUGL.o
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ld < c:\Tornado\target\lib\objMesaGLU.o
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ld < c:\Tornado\target\lib\objGLUTshapes.o
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ld < c:\Tornado\target\lib\objMesaOS.o
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You can put the previous lines in a file and use:
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< filename
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6. Download the application modules.
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7. In WindShell, run:
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-> uglalldemos
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During the show some messages will appear, it provides some useful
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information on key management.
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Coding
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------
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Sample Usage:
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In addition to the usual ugl calls to initialize UGL, (may be find an
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input driver), you must do the following to use the UGL/Mesa interface:
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1. Call uglMesaCreateContext() to create a UGL/Mesa rendering context,
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given the display format.
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2. Call uglMesaMakeCurrent() to bind the UGL/Mesa buffers to an
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UGL/Mesa Context and to make the context the current one.
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3. Make gl* calls to render your graphics.
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4. Use uglMesaSwapBuffers() when double buffering to swap front/back buffers.
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5. Before the UGL is destroyed, call MesaDestroyContext().
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6. Before exiting, call if required uglEventQDestroy and then
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uglDeinitialize();
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Limitations
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-----------
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I found the following limitations in my driver :
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- Color Indexed management is only in 8 bits
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- It's possible to mix UGL/OpenGL application with a software
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double buffer
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Modifications
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------------
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New files in Mesa:
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- Makefile.ugl
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- rules.windmlmesa
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- docs/README.UGL
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- include/GL/uglmesa.h
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- si-glu/Makefile.ugl
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- src/Makefile.ugl
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- src/ugl/torGLUTShapesInit.c
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- src/ugl/torMesaUGLInit.c
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- src/ugl/ugl_api.c
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- src/ugl/ugl_dd.c
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- src/ugl/ugl_glutshapes.c
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- src/ugl/ugl_line.c
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- src/ugl/ugl_span.c
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- src/ugl/ugl_tri.c
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- src/ugl/uglmesaP.h
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- ugldemos/*
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Modified files in Tornado 2.0:
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- c:\Tornado\host\x86-win32\bin\torVars.bat
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rem Command line build environments
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set WIND_HOST_TYPE=x86-win32
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set WIND_BASE=C:\Tornado
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set MESA_BASE=C:\Mesa
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set PATH=%WIND_BASE%\host\%WIND_HOST_TYPE%\bin;%PATH%
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- c:\Tornado\target\config\comps\VxWorks\01uglmesa.cdf
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- c:\Tornado\target\h\GL\*
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Todo
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----
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- GCC 2.96, ASM compilation
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Thanks to:
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----------
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Precision Insight team for their great job around Mesa, XFree, and DRI.
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Wind River Systems to take me as an intern.
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Stephane Raimbault
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<stephane.raimbault@windriver.com>
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<stephane.raimbault@deesse.univ-lemans.fr>
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July 24, 2001
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