updates from Daniel Borca

This commit is contained in:
Brian Paul
2002-09-03 18:11:32 +00:00
parent b9f75444e6
commit 05ed911aca
18 changed files with 1299 additions and 573 deletions
+125 -47
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@@ -1,4 +1,4 @@
Mesa 4.0 DOS/DJGPP Port v1.0
Mesa 4.0 DOS/DJGPP Port v1.1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -6,75 +6,149 @@
Description:
~~~~~~~~~~~~
Well, guess what... this is the DOS port of MESA 4.0, for DJGPP fans... Whoa!
Well, guess what... this is the DOS port of Mesa 4.0.3, for DJGPP fans... Whoa!
The driver has its origins in ddsample.c, written by Brian Paul and found by me
in Mesa 3.4.2.
Legal:
~~~~~~
MESA copyright applies.
Mesa copyright applies, provided this package is used within Mesa. For anything
else, see GPL.
Installation:
~~~~~~~~~~~~~
Type "make -f Makefile.DJ" to compile the libraries. Make accepts some options
which are passed to compiler: the target cpu (CPU=..., default=`pentium') and
X86 specific options (HAVE_X86=1, HAVE_MMX=1, HAVE_SSE=1, HAVE_3DNOW=1). The
core library (libGL) requires LFN support during compilation. Also, you must
have the DXE2 package (available on SimTel.Net, courtesy of Andrew Zabolotny)
installed in order to build the dynamic modules; if you encounter errors, you
can fetch a patched version from my web page.
The demos are not built automagically (see Pitfalls below). To make them, use
one of the following rules:
Static:
gcc -o OUT.exe IN.c -lglut -lglu -lgl
Dynamic:
gcc -o OUT.exe -include dmesadxe.h IN.c -ligl -liglu -liglut -ldl
Usage of the dynamic modules requires three things:
Unzip and type:
make -f Makefile.DJ [OPTIONS...]
Available options:
Environment variables:
CPU optimize for the given processor.
default = k6
BIG_OPT=1 crazy optimizations; not very useful, though...
default = no
GLIDE absolute path to Glide library; used with FX.
default = $(TOP)/include/glide3
FX=1 build for 3dfx Glide3; use it if you have the Glide
SDK (designed for your platform), and, of course, a
3dfx card... Note that this disables compilation of
actual DMesa code, as Glide does all the stuff!
default = no
HAVE_X86=1 optimize for i386.
default = no
HAVE_MMX=1 MMX instructions; use only if you assembler/compiler
supports MMX instruction set; backwards compatibility
with older processors is still preserved.
default = no
HAVE_SSE=1 (see HAVE_MMX)
default = no
HAVE_3DNOW=1 (see HAVE_MMX)
default = no
Targets:
all: build everything
libgl: build GL
libglu: build GLU
libglut: build GLUT
clean: remove object files
realclean: remove all generated files
Tested on:
CPU: K6-2 (CXT) @500(412.5) MHz
Mainboard: ViA Apollo VP2/97 w/ 128 MB SDRAM
Video card: PowerColor Evil King3 (Voodoo3 3000) w/ 16384 kB SDRAM
DJGPP: djdev 2.03 + gcc v3.1 + make v3.79.1
FAQ:
~~~~
1. Compilation
Q) I tried to run `make' and it exits because `gcc' complains it cannot find
some stupid file.
A) You need LFN support.
A) If FX is defined, pay attention to Glide path.
2. Dynamic modules
Q) What are you mumbling about dynamic modules?
A) You must have the DXE2 package (available on SimTel.Net, courtesy of
Andrew Zabolotny) installed in order to build the dynamic modules.
Q) I have DXE2, but I couln'd build the `dxe2gen.exe'.
Q) I built `dxe2gen.exe', but it doesn't do the job right.
A) There is a patched version on my web page.
Q) DXE2 modules give me headaches...
A) The DXE2 modules are not compulsory. The static libraries are still built
and you can use them in the old-fashioned, classic way.
Q) Okay, DXE2 modules are built. How can I use them?
A) Usage of the dynamic modules requires three things:
- include DMESADXE.H in one of the sources, so references inside
dynamic modules will get resolved (or use `-include' directive)
- link against import libraries (libIgl*.a) and LIBDL.A, which will do
dynamic modules will get resolved (or use `-include' directive).
- link against import libraries (libI*.a) and LIBDL.A, which will do
the dynamic linkage job for you
- put the DXEs somewhere along the library path (LD_LIBRARY_PATH) or
in the current directory
For example:
gcc -o OUT.exe -include dmesadxe.h IN.c -ligl -liglu -liglut -ldl
Tested on:
CPU: Intel Pentium w/ MMX @166 MHz
Mainboard: ViA Apollo VP2 w/ 128 MB SDRAM
Video card: Matrox Millenium 2064W w/ 2048 kB WRAM, BIOS v3.0
DJGPP: djdev 2.03 + gcc v3.0.3 + make v3.79
Q) The application dies with "Abort!" due to unresolved symbols.
A) This is bad! Extract the unresolved symbol list from this module. For
example:
dxe2gen --show-unres gl.dxe > u
Check DMESADXE.H; the symbols in `u' must either be present here or be
exported from another module that has to be loaded before your faulting
one. Then recompile.
3. Using Mesa for DJGPP
Q) Does this build work in Win9x?
A) Yes.
libGL (the core):
~~~~~~~~~~~~~~~~~
Q) Does it work under NT (W2k, XP) core?
A) Uh... probably not!
Of course, MESA 4.0 core sources are required. It will probably work with
MESA 3.5, but not a chance with earlier versions due to major changes to the
MESA driver interface and the directory tree. All should compile succesfully.
Q) I made a simple application and it does nothing. It exits right away. Not
even a blank screen.
A) The current version supports only RGB[A] modes, for it made no sense to
me to endorse color-index (aka palette) modes.
A) Single-buffered is not allowed at all. Until I can find a way to use
*REAL* hardware acceleration, it won't get implemented.
A) Another weird "feature" is that buffer width must be multiple of 4 (I'm a
lazy programmer and I found that the easiest way to keep buffer handling
at peak performance ;-).
The driver has its origins in ddsample.c, written by Brian Paul and found by
me in MESA 3.4.2. I touched almost all the functions, changing the coding
style :-( Sorry!
Q) My demo doesn't display text. I know I used the glut font routines!
A) Then you probably use GLUT as a DXE. Well, there is no direct access to
variables due to the way DXE works. Read the documentation. The author of
GLUT took this into account for _WIN32 DLL's only; I don't want to modify
his headers. The only workaround is to link GLUT the old way :-(
Pitfalls:
1. The current version supports only RGB[A] modes, for it made no sense to me
to endorse color-index (aka palette) modes.
2. Single-buffered is not allowed at all. Until I can find a way to use *REAL*
hardware acceleration, it won't get implemented.
3. Another weird "feature" is that buffer width must be multiple of 4 (I'm a
lazy programmer and I found that the easiest way to keep buffer handling at
peak performance ;-).
Q) The DJGPP port of Mesa is so SLOOOW! The Win32 OpenGL performs so much
better...
A) Is that a question? If you have a Voodoo3/Banshee card, you're lucky. The
Glide port is on my web page. If you haven't, sorry; everything is done
in software. Suggestions?
libGLU:
~~~~~~~
Mesa GLU sources are required.
Q) I have a super/mega/ultra monitor and all you can do is 60Hz? My eyes are
leaking from the orbits...
A) If you were compiling for Glide, see Glide info. If not, be aware that
refresh rate control works only for VESA 3.0. The environment variable
DMESA_REFRESH sets the default screen refresh. For example:
set DMESA_REFRESH=75
@@ -85,7 +159,7 @@ Well, this "skeletal" GLUT implementation is not mine. Thanks should go to
Bernhard Tschirren, Mark Kilgard, Brian Paul and probably others (or probably
not ;-). I only changed it to be self-standing (Allegro-free). The keyboard,
mouse and timer drivers were inspired from an old project of mine (D3Xl) and
fixed with some Allegro "infusions"; I deeply thank to Shawn Hargreaves et co.
fixed with many Allegro "infusions"; I deeply thank to Shawn Hargreaves et co.
My keyboard driver used only scancodes, but since GLUT requires ASCII values
for keys, I borrowed the translation tables (and maybe more) from Allegro.
@@ -121,6 +195,10 @@ History:
~~~~~~~~
v1.0 mar-2002 initial release
v1.1 sep-2002 + added 3dfx Glide3 support
+ added refresh rate control
+ added fonts in glut
* lots of minor changes