Roland Scheidegger 5626a84a00 gallivm: do per-sample depth comparison instead of doing it post-filter
Doing the comparisons pre-filter is highly recommended by OpenGL (and d3d9)
and definitely required by d3d10.
This actually doesn't do it pre-filter but more "in-filter" as otherwise
need to push the comparisons even further down into fetch code and this
also trivially allows using a somewhat cheaper lerp.
Doing it pre-filter would actually have some performance advantage for UNORM
formats (because the comparisons should be done in texture format, we'd only
need to convert the shadow ref coord to texture format once, but in turn would
save converting the per-sample texture values to floats) but this gets a bit
messy as this has implications for border color handling as well (which needs
to be done prior to depth comparisons, hence would also need to convert border
color to texture format too or use some other tricks like doing separate border
color / shadow ref comparison and simply using that result directly when doing
border replacement).
Should make no difference for nearest filtering, and performance for linear
filtering should be mostly the same too (essentially have one more comparison
instruction per sample, and replace the sub/mul/add lerp with a sub/and/and/add
special "lerp" which all in all shouldn't be much of a difference).

v2: get rid of old code completely

Reviewed-by: Zack Rusin <zackr@vmware.com>
2013-08-15 18:42:20 +02:00
2013-01-10 22:01:31 +01:00
2013-03-12 22:04:04 +00:00

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 osmesa mesagdi

to build classic mesa Windows GDI drivers; or

  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.

1) install python 2.7
2) install scons (latest)
3) install mingw, flex, and bison
4) install libxml2 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs
  get libxml2-python-2.9.1.win-amd64-py2.7.exe
5) install pywin32 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs
  get pywin32-218.4.win-amd64-py2.7.exe
6) install git
7) download mesa from git
  see http://www.mesa3d.org/repository.html
8) 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.
S
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