Antia Puentes 5ff848df7b compiler: Add SYSTEM_VALUE_FIRST_VERTEX and instrinsics
This VS system value will contain the value passed as <basevertex> for
indexed draw calls or the value passed as <first> for non-indexed draw
calls. It can be used to calculate the gl_VertexID as
SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus SYSTEM_VALUE_FIRST_VERTEX.

From the OpenGL 4.6 spec, 10.4 "Drawing Commands Using Vertex Arrays":

-  Page 352:
"The index of any element transferred to the GL by DrawArraysOneInstance
is referred to as its vertex ID, and may be read by a vertex shader as
gl_VertexID.  The vertex ID of the ith element transferred is first +
i."

- Page 355:
"The index of any element transferred to the GL by
DrawElementsOneInstance is referred to as its vertex ID, and may be read
by a vertex shader as gl_VertexID.  The vertex ID of the ith element
transferred is the sum of basevertex and the value stored in the
currently bound element array buffer at offset indices + i."

Currently the gl_VertexID calculation uses SYSTEM_VALUE_BASE_VERTEX but
this will have to change when the value of gl_BaseVertex is
fixed. Currently its value is broken for non-indexed draw calls because
it must be zero but we are setting it to <first>.

v2: use SYSTEM_VALUE_FIRST_VERTEX as name for the value, instead of
SYSTEM_VALUE_BASE_VERTEX_ID (Kenneth).

v3 (idr): Rebase on Rob Clark converting nir_intrinsics.h to be
generated.  Reformat commit message to 72 columns.

Reviewed-by: Neil Roberts <nroberts@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2018-04-19 15:57:45 -07:00
2018-04-05 10:48:38 -07:00
2018-04-18 14:45:33 -04:00
2016-08-30 16:44:00 -04:00
2017-09-06 17:48:50 +01:00
2018-02-22 21:10:20 +00:00
2018-04-18 09:03:57 -07:00
2017-09-25 12:05:44 +01:00
2018-01-24 17:10:58 -08:00

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 https://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.
S
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