Kenneth Graunke 44fd85d8eb i965: Unify shader interfaces explicitly.
A while ago, I made i965 start compiling shaders independently.  The VUE
map layouts were based entirely on each shader's input/output bitfields.
Assuming the interfaces match, this works out well - both sides will
compute the same layout, and outputs are correctly routed to inputs.

At the time, I had assumed that the linker would guarantee that the
interfaces match.  While it usually succeeds, it unfortunately seems
to fail in some cases.

For example, Piglit's tcs-input-read-array-interface test has a VS
output array with two elements, but the TCS only reads one.  The linker
isn't able to eliminate the unused element from the VS, which makes the
interfaces not match.

Another case is where a shader other than the last writes clip/cull
distances.  These should be demoted to ordinary varyings, but they
currently aren't - so we think they still have some special meaning,
and prevent them from being eliminated.

Fixing the linker to guarantee this in all cases is complicated.  It
needs to be able to optimize out dead code.  It's tied into varying
packing and other messiness.  While we can certainly improve it---and
should---I'd rather not rely on it being correct in all cases.

This patch ORs adjacent stages' input/output bitfields together,
ensuring that their interface (and hence VUE map layout) will be
compatible.  This should safeguard us against linker insufficiencies.

Fixes line rendering in Dolphin, and the Piglit test based on it:
spec/glsl-1.50/execution/geometry/clip-distance-vs-gs-out.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97232
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-12-06 12:34:23 -08:00
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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