Kenneth Graunke 7ddc312c1b glsl: Write a new built-in function module.
This creates a new replacement for the existing built-in function code.
The new module lives in builtin_functions.cpp (not builtin_function.cpp)
and exists in parallel with the existing system.  It isn't used yet.

The new built-in function code takes a significantly different approach:

Instead of implementing built-ins via printed IR, build time scripts,
and run time parsing, we now implement them directly in C++, using
ir_builder.  This translates to faster load times, and a much less
complex build system.

It also takes a different approach to built-in availability: each
signature now stores a boolean predicate, which makes it easy to
construct arbitrary expressions based on _mesa_glsl_parse_state's
fields.  This is much more flexible than the old system, and also
easier to use.

Built-ins are also now stored in a single gl_shader object, rather
than being spread out across a number of shaders that need to be linked.
When searching for a matching prototype, we simply consult the
availability predicate.  This also simplifies the code.

v2: Incorporate Matt Turner's feedback: use the new fma() function rather
    than expr().  Don't expose textureQueryLOD() in GLSL 4.00 (since it
    was renamed to textureQueryLod()).  Also correct some #undefs.
v3: Incorporate Paul Berry's feedback: rename legacy to compatibility;
    add comments to explain a few things; fix uvec availability; include
    shaderobj.h instead of repeating the _mesa_new_shader prototype.
v4: Fix lack of TEX_PROJECT on textureProjGrad[Offset] (caught by oglc).
    Add an out_var convenience function (more feedback by Matt Turner).
v5: Rework availability predicates for Lod functions.  They were broken.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Enthusiastically-acked-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 14:42:18 -07:00
2013-09-06 19:27:23 -04:00
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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