Nicolai Hähnle 18616e7551 radeonsi: pack GS output components for each vertex stream contiguously
Note that the memory layout of one vertex stream inside one "item" (= memory
written by one GS wave) on the GSVS ring is:

  t0v0c0 ... t15v0c0 t0v1c0 ... t15v1c0 ... t0vLc0 ... t15vLc0
  t0v0c1 ... t15v0c1 t0v1c1 ... t15v1c1 ... t0vLc1 ... t15vLc1
                        ...
  t0v0cL ... t15v0cL t0v1cL ... t15v1cL ... t0vLcL ... t15vLcL
  t16v0c0 ... t31v0c0 t16v1c0 ... t31v1c0 ... t16vLc0 ... t31vLc0
  t16v0c1 ... t31v0c1 t16v1c1 ... t31v1c1 ... t16vLc1 ... t31vLc1
                        ...
  t16v0cL ... t31v0cL t16v1cL ... t31v1cL ... t16vLcL ... t31vLcL

                        ...

  t48v0c0 ... t63v0c0 t48v1c0 ... t63v1c0 ... t48vLc0 ... t63vLc0
  t48v0c1 ... t63v0c1 t48v1c1 ... t63v1c1 ... t48vLc1 ... t63vLc1
                        ...
  t48v0cL ... t63v0cL t48v1cL ... t63v1cL ... t48vLcL ... t63vLcL

where tNN indicates the thread number, vNN the vertex number (in the order of
EMIT_VERTEX), and cNN the output component (vL and cL are the last vertex and
component, respectively).

The vertex streams are laid out sequentially.

The swizzling by 16 threads is hard-coded in the way the VGT generates the
offset passed into the GS copy shader, and the jump every 16 threads is
calculated from VGT_GSVS_RING_OFFSET_n and VGT_GSVS_RING_ITEMSIZE in a way
that makes it difficult to deviate from this layout (at least that's what
I've experimentally confirmed on VI after first trying to go the simpler
route of just interleaving the vertex streams).

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2016-12-12 09:05:00 +01:00
2016-08-31 17:06:54 -07:00
2016-08-30 16:44:00 -04:00
2016-08-31 17:06:54 -07:00
2016-08-25 13:55:52 -07:00
2016-05-25 12:23:12 -06:00

File: docs/README.WIN32

Last updated: 21 June 2013


Quick Start
----- -----

Windows drivers are build with SCons.  Makefiles or Visual Studio projects are
no longer shipped or supported.

Run

  scons libgl-gdi

to build gallium based GDI driver.

This will work both with MSVS or Mingw.


Windows Drivers
------- -------

At this time, only the gallium GDI driver is known to work.

Source code also exists in the tree for other drivers in
src/mesa/drivers/windows, but the status of this code is unknown.

Recipe
------

Building on windows requires several open-source packages. These are
steps that work as of this writing.

- install python 2.7
- install scons (latest)
- install mingw, flex, and bison
- install pywin32 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs
  get pywin32-218.4.win-amd64-py2.7.exe
- install git
- download mesa from git
  see http://www.mesa3d.org/repository.html
- run scons

General
-------

After building, you can copy the above DLL files to a place in your
PATH such as $SystemRoot/SYSTEM32.  If you don't like putting things
in a system directory, place them in the same directory as the
executable(s).  Be careful about accidentially overwriting files of
the same name in the SYSTEM32 directory.

The DLL files are built so that the external entry points use the
stdcall calling convention.

Static LIB files are not built.  The LIB files that are built with are
the linker import files associated with the DLL files.

The si-glu sources are used to build the GLU libs.  This was done
mainly to get the better tessellator code.

If you have a Windows-related build problem or question, please post
to the mesa-dev or mesa-users list.
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