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  1.  
  2.                             Mesa 4.1 release notes
  3.  
  4.                                October 29, 2002
  5.  
  6.                                 PLEASE READ!!!!
  7.  
  8.  
  9.  
  10. Introduction
  11. ------------
  12.  
  13. Mesa uses an even/odd version number scheme like the Linux kernel.
  14. Even numbered versions (such as 4.0) designate stable releases.
  15. Odd numbered versions (such as 4.1) designate new developmental releases.
  16.  
  17.  
  18. New Features in Mesa 4.1
  19. ------------------------
  20.  
  21. New extensions.  Docs at http://oss.sgi.com/projects/ogl-sample/registry/
  22.  
  23. GL_NV_vertex_program
  24.  
  25.     NVIDIA's vertex programming extension
  26.  
  27. GL_NV_vertex_program1_1
  28.  
  29.     A few features built on top of GL_NV_vertex_program
  30.  
  31. GL_ARB_window_pos
  32.  
  33.     This is the ARB-approved version of GL_MESA_window_pos
  34.  
  35. GL_ARB_depth_texture
  36.  
  37.     This is the ARB-approved version of GL_SGIX_depth_texture.
  38.     It allows depth (Z buffer) data to be stored in textures.
  39.     This is used by GL_ARB_shadow
  40.  
  41. GL_ARB_shadow
  42.  
  43.     Shadow mapping with depth textures.
  44.     This is the ARB-approved version of GL_SGIX_shadow.
  45.  
  46. GL_ARB_shadow_ambient
  47.  
  48.     Allows one to specify the luminance of shadowed pixels.
  49.     This is the ARB-approved version of GL_SGIX_shadow_ambient.
  50.  
  51. GL_EXT_shadow_funcs
  52.  
  53.     Extends the set of GL_ARB_shadow texture comparision functions to
  54.     include all eight of standard OpenGL dept-test functions.
  55.  
  56. GL_ARB_point_parameters
  57.  
  58.     This is basically the same as GL_EXT_point_parameters.
  59.  
  60. GL_ARB_texture_env_crossbar
  61.  
  62.     Allows any texture combine stage to reference any texture source unit.
  63.  
  64. GL_NV_point_sprite
  65.  
  66.     For rendering points as textured quads.  Useful for particle effects.
  67.  
  68. GL_NV_texture_rectangle  (new in 4.0.4 actually)
  69.  
  70.     Allows one to use textures with sizes that are not powers of two.
  71.     Note that mipmapping and several texture wrap modes are not allowed.
  72.  
  73. GL_EXT_multi_draw_arrays
  74.  
  75.     Allows arrays of vertex arrays to be rendered with one call.
  76.  
  77. GL_EXT_stencil_two_side
  78.  
  79.    Separate stencil modes for front and back-facing polygons.
  80.  
  81. GLX_SGIX_fbconfig & GLX_SGIX_pbuffer
  82.  
  83.    Off-screen rendering support.
  84.  
  85. GL_ATI_texture_mirror_once
  86.  
  87.    Adds two new texture wrap modes: GL_MIRROR_CLAMP_ATI and
  88.    GL_MIRROR_CLAMP_TO_EDGE_ATI.
  89.  
  90.  
  91.  
  92. Device Driver Status
  93. --------------------
  94.  
  95. A number of Mesa's software drivers haven't been actively maintained for
  96. some time.  We rely on volunteers to maintain many of these drivers.
  97. Here's the current status of all included drivers:
  98.  
  99.  
  100. Driver                  Status
  101. ----------------------  ---------------------
  102. XMesa (Xlib)            implements OpenGL 1.3
  103. OSMesa (off-screen)     implements OpenGL 1.3
  104. FX (3dfx Voodoo1/2)     implements OpenGL 1.3
  105. SVGA                    implements OpenGL 1.3
  106. Wind River UGL          implements OpenGL 1.3
  107. Windows/Win32           implements OpenGL 1.3
  108. DOS/DJGPP               implements OpenGL 1.3
  109. GGI                     implements OpenGL 1.3
  110. BeOS                    needs updating (underway)
  111. Allegro                 needs updating
  112. D3D                     needs updating
  113. DOS                     needs updating
  114.  
  115.  
  116.  
  117. New features in GLUT
  118. --------------------
  119.  
  120. 1. Frames per second printing
  121.  
  122.    GLUT now looks for an environment variable called "GLUT_FPS".  If it's
  123.    set, GLUT will print out a frames/second statistic to stderr when
  124.    glutSwapBuffers() is called.  By default, frames/second is computed
  125.    and displayed once every 5 seconds.  You can specify a different
  126.    interval (in milliseconds) when you set the env var.  For example
  127.    'export GLUT_FPS=1000' or 'setenv GLUT_FPS 1000' will set the interval
  128.    to one second.
  129.  
  130.    NOTE: the demo or application must call the glutInit() function for
  131.    this to work.  Otherwise, the env var will be ignored.
  132.  
  133.    Finally, this feature may not be reliable in multi-window programs.
  134.  
  135.  
  136. 2. glutGetProcAddress() function
  137.  
  138.    The new function:
  139.  
  140.         void *glutGetProcAddress(const char *procName)
  141.  
  142.    is a wrapper for glXGetProcAddressARB() and wglGetProcAddress().  It
  143.    lets you dynamically get the address of an OpenGL function at runtime.
  144.    The GLUT_API_VERSION has been bumped to 5, but I haven't bumped the
  145.    GLUT version number from 3.7 since that's probably Mark Kilgard's role.
  146.  
  147.    This function should probably also be able to return the address of
  148.    GLUT functions themselves, but it doesn't do that yet.
  149.  
  150.  
  151.  
  152. XXX Things To Do Yet XXXX
  153. -------------------------
  154.  
  155. isosurf with vertex program exhibits some missing triangles (probably
  156. when recycling the vertex buffer for long prims).
  157.  
  158.  
  159.  
  160. Porting Info
  161. ------------
  162.  
  163. If you're porting a DRI or other driver from Mesa 4.0.x to Mesa 4.1 here
  164. are some things to change:
  165.  
  166. 1. ctx->Texture._ReallyEnabled is obsolete.
  167.  
  168.    Since there are now 5 texture targets (1D, 2D, 3D, cube and rect) that
  169.    left room for only 6 units (6*5 < 32) in this field.
  170.    This field is being replaced by ctx->Texture._EnabledUnits which has one
  171.    bit per texture unit.  If the bit k of _EnabledUnits is set, that means
  172.    ctx->Texture.Unit[k]._ReallyEnabled is non-zero.  You'll have to look at
  173.    ctx->Texture.Unit[k]._ReallyEnabled to learn if the 1D, 2D, 3D, cube or
  174.    rect texture is enabled for unit k.
  175.  
  176.    This also means that the constants TEXTURE1_*, TEXTURE2_*, etc are
  177.    obsolete.
  178.  
  179.    The tokens TEXTURE0_* have been replaced as well (since there's no
  180.    significance to the "0" part:
  181.  
  182.    old token           new token
  183.    TEXTURE0_1D         TEXTURE_1D_BIT
  184.    TEXTURE0_2D         TEXTURE_2D_BIT
  185.    TEXTURE0_3D         TEXTURE_3D_BIT
  186.    TEXTURE0_CUBE       TEXTURE_CUBE_BIT
  187.    <none>              TEXTURE_RECT_BIT
  188.  
  189.    These tokens are only used for the ctx->Texture.Unit[i].Enabled and
  190.    ctx->Texture.Unit[i]._ReallyEnabled fields.  Exactly 0 or 1 bits will
  191.    be set in _ReallyEnabled at any time!
  192.  
  193.    Q: "What's the purpose of Unit[i].Enabled vs Unit[i]._ReallyEnabled?"
  194.    A: The user can enable GL_TEXTURE_1D, GL_TEXTURE_2D, etc for any
  195.       texure unit all at once (an unusual thing to do).
  196.       OpenGL defines priorities that basically say GL_TEXTURE_2D has
  197.       higher priority than GL_TEXTURE_1D, etc.  Also, just because a
  198.       texture target is enabled by the user doesn't mean we'll actually
  199.       use that texture!  If a texture object is incomplete (missing mip-
  200.       map levels, etc) it's as if texturing is disabled for that target.
  201.       The _ReallyEnabled field will have a bit set ONLY if the texture
  202.       target is enabled and complete.  This spares the driver writer from
  203.       examining a _lot_ of GL state to determine which texture target is
  204.       to be used.
  205.  
  206.  
  207. 2. Tnl tokens changes
  208.  
  209.    During the implementation of GL_NV_vertex_program some of the vertex
  210.    buffer code was changed.  Specifically, the VERT_* bits defined in
  211.    tnl/t_context.h have been renamed to better match the conventions of
  212.    GL_NV_vertex_program.  The old names are still present but obsolete.
  213.    Drivers should use the newer names.
  214.  
  215.    For example:  VERT_RGBA is now VERT_BIT_COLOR0 and
  216.    VERT_SPEC_RGB is now VERT_BIT_COLOR1.
  217.  
  218.  
  219.  
  220. 3. Read/Draw Buffer changes
  221.  
  222.    The business of setting the current read/draw buffers in Mesa 4.0.x
  223.    was complicated.  It's much simpler now in Mesa 4.1.
  224.  
  225.    Here are the changes:
  226.  
  227.    - Renamed ctx->Color.DrawDestMask to ctx->Color._DrawDestMask
  228.    - Removed ctx->Color.DriverDrawBuffer
  229.    - Removed ctx->Pixel.DriverReadBuffer
  230.    - Removed ctx->Color.MultiDrawBuffer
  231.    - Removed ctx->Driver.SetDrawBuffer()
  232.    - Removed swrast->Driver.SetReadBuffer().
  233.    - Added ctx->Color._DrawDestMask - a bitmask of FRONT/BACK_LEFT/RIGHT_BIT
  234.      values to indicate the current draw buffers.
  235.    - Added ctx->Pixel._ReadSrcMask to indicate the source for pixel reading.
  236.      The value is _one_ of the FRONT/BACK_LEFT/RIGHT_BIT values.
  237.    - Added ctx->Driver.DrawBuffer() and ctx->Driver.ReadBuffer().
  238.      These functions exactly correspond to glDrawBuffer and glReadBuffer calls.
  239.      Many drivers will set ctx->Driver.DrawBuffer = _swrast_DrawBuffer and
  240.      leave ctx->Draw.ReadBuffer NULL.
  241.      DRI drivers should implement their own function for ctx->Driver.DrawBuffer
  242.      and use it to set the current hardware drawing buffer.  You'll probably
  243.      also want to check for GL_FRONT_AND_BACK mode and fall back to software.
  244.      Call _swrast_DrawBuffer() too, to update the swrast state.
  245.    - Added swrast->Driver.SetBuffer().
  246.      This function should be implemented by all device drivers that use swrast.
  247.      Mesa will call it to specify the buffer to use for span reading AND
  248.      writing and point/line/triangle rendering.
  249.      There should be no confusion between current read or draw buffer anymore.
  250.    - Added swrast->CurrentBuffer to indicate which color buffer to read/draw.
  251.      Will be FRONT_LEFT_BIT, BACK_LEFT_BIT, FRONT_RIGHT_BIT or BACK_RIGHT_BIT.
  252.      This value is usually passed to swrast->Driver.SetBuffer().
  253.  
  254.  
  255. 4. _mesa_create_context() changes.  This function now takes a pointer to
  256.    a __GLimports object.  The __GLimports structure contains function
  257.    pointers to system functions like fprintf(), malloc(), etc.
  258.    The _mesa_init_default_imports() function can be used to initialize
  259.    a __GLimports object.  Most device drivers (like the DRI drivers)
  260.    should use this.
  261.  
  262.  
  263. 5. In tnl's struct vertex_buffer, the field "ProjectedClipCoords"
  264.    has been replaced by "NdcPtr" to better match the OpenGL spec's
  265.    terminology.
  266.  
  267.  
  268. 6. Since GL_EXT_stencil_two_side has been implemented, many of the
  269.    ctx->Stencil fields are now 2-element arrays.  For example,
  270.    "GLenum Ref" is now "GLenum Ref[2]"  The [0] elements are the front-face
  271.    values and the [1] elements are the back-face values.
  272.    ctx->Stencil.ActiveFace is 0 or 1 to indicate the current face for
  273.    the glStencilOp/Func/Mask() functions.
  274.    ctx->Stencil.TestTwoSide controls whether or not 1 or 2-sided stenciling
  275.    is enabled.
  276.  
  277.  
  278. 7. Removed ctx->Polygon._OffsetAny.  Removed ctx->Polygon.OffsetMRD.
  279.  
  280.  
  281. 8. GLfloat / GLchan changes:
  282.  
  283.    - Changed ctx->Driver.ClearColor() to take GLfloat[4] instead of GLchan[4].
  284.      ctx->Color.ClearColor is now GLfloat[4] too.
  285.    - Changed ctx->Driver.AlphaRef() to take GLfloat instead of GLchan.
  286.    - ctx->Color.AlphaRef is now GLfloat.
  287.    - texObj->BorderColor is now GLfloat[4].  texObj->_BorderChan is GLchan[4].
  288.  
  289.    This is part of an effort to remove all GLchan types from core Mesa so
  290.    that someday we can support 8, 16 and 32-bit color channels dynamically
  291.    at runtime, instead of at compile-time.
  292.  
  293.  
  294. 9. GLboolean ctx->Tranform.ClipEnabled[MAX_CLIP_PLANES] has been replaced
  295.    by GLuint ctx->Transform.ClipPlanesEnabled.  The later is a bitfield.
  296.  
  297.  
  298. 10. There's a new matrix_stack type in mtypes.h used for the Modelview,
  299.    Projection, Color and Texcoord matrix stacks.
  300.  
  301.  
  302. 11. The ctx->Current.* fields have changed a lot.  Now, there's a
  303.    ctx->Current.Attrib[] array for all vertex attributes which matches
  304.    the NV vertex program conventions.
  305.  
  306.  
  307. ----------------------------------------------------------------------
  308.