[Mesa-dev] Gallium3d Documentation

Erik Faye-Lund kusmabite at gmail.com
Wed Dec 11 03:52:02 PST 2013


On Tue, Dec 10, 2013 at 1:41 AM, Christopher Corsi <ccorsi at g.clemson.edu> wrote:
> Currently it can do rasterize with T&L,
> texturing, bit-blits, and handle a subset of functionality needed for OpenGL
> (scissor, blend modes, etc.). Shader support is planned.

AFAIK, Gallium3D requires support for vertex and fragment shaders.

> Is there any documentation available to help, or if not, what would be the
> most basic implementations to look at in the source?
>

Have a look in src/gallium/docs/, there's some documentation there.

On Tue, Dec 10, 2013 at 1:41 AM, Christopher Corsi <ccorsi at g.clemson.edu> wrote:
> Hi All,
>
> I'm currently working on a project for teaching driver development using
> virtual machines. We have developed in QEMU a virtual graphics adapter
> capable of a reasonable feature set.  Note that because it's used in a
> teaching course, it is not very high-performance, as it is designed to look
> and act as close to a real device as possible (reasonable bit of overhead,
> and internally uses OSMesa). Currently it can do rasterize with T&L,
> texturing, bit-blits, and handle a subset of functionality needed for OpenGL
> (scissor, blend modes, etc.). Shader support is planned.
>
> Currently we teach the course with the driver being written 100% from
> scratch as a character special device and writing user-space libraries
> manually. I'd like to move away from that, but I don't have any knowledge of
> newer mesa internals (including writing gallium drivers).
>
> Is there any documentation available to help, or if not, what would be the
> most basic implementations to look at in the source?
>
> Thanks,
> Christopher
>
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