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-rw-r--r--docs/autoconf.html11
-rw-r--r--docs/install.html17
-rw-r--r--docs/relnotes-7.1.html7
-rw-r--r--docs/shading.html41
4 files changed, 41 insertions, 35 deletions
diff --git a/docs/autoconf.html b/docs/autoconf.html
index 837c92f4e2..936ddcffeb 100644
--- a/docs/autoconf.html
+++ b/docs/autoconf.html
@@ -182,11 +182,12 @@ will search for DRI drivers. The default is <code>${libdir}/dri</code>.
</li>
<li><code>--with-dri-drivers=DRIVER,DRIVER,...</code> - This option
allows a specific set of DRI drivers to be built. For example,
-<code>--with-dri-drivers="i965,radeon,nouveau"</code>. By default,
-the drivers will be chosen depending on the target platform. See the
-directory <code>src/mesa/drivers/dri</code> in the source tree for
-available drivers.
-</li>
+<code>--with-dri-drivers="swrast,i965,radeon,nouveau"</code>. By
+default, the drivers will be chosen depending on the target platform.
+See the directory <code>src/mesa/drivers/dri</code> in the source tree
+for available drivers. Beware that the swrast DRI driver is used by both
+libGL and the X.Org xserver GLX module to do software rendering, so you
+may run into problems if it is not available.</li>
<!-- This explanation might be totally bogus. Kristian? -->
<li><code>--disable-driglx-direct</code> - Disable direct rendering in
GLX. Normally, direct hardware rendering through the DRI drivers and
diff --git a/docs/install.html b/docs/install.html
index 30565a1dc4..16ef013688 100644
--- a/docs/install.html
+++ b/docs/install.html
@@ -25,23 +25,12 @@
<h3>1.1 Prerequisites for DRI and Hardware Acceleration</h3>
<p>
-To build Mesa with DRI-based hardware acceleration you must first have
-the right version of DRM.
+To build Mesa 7.1 with DRI-based hardware acceleration you must first have
+the <a href="http://dri.freedesktop.org/libdrm/" target="_parent">DRM version 2.3.1</a>.
</p>
<p>
-For Mesa 7.1 a particular snapshot of
-<a href="http://dri.freedesktop.org/libdrm/">DRM</a> from git is required:
-</p>
-
-<pre>
-git-clone git://anongit.freedesktop.org/git/mesa/drm
-git-checkout (XXXX HASH ID TBD)
-</pre>
-</li>
-
-<p>
-You should also be using Xorg server version 1.4
+You should also be using the Xorg server version 1.4 or 1.5.
</p>
diff --git a/docs/relnotes-7.1.html b/docs/relnotes-7.1.html
index 7720ca19d0..c9d7cddcab 100644
--- a/docs/relnotes-7.1.html
+++ b/docs/relnotes-7.1.html
@@ -33,6 +33,13 @@ TBD
</ul>
+<h2>Bug fixes</h2>
+<ul>
+<li>Fixed a number of minor GLSL intrinsic function/constructor bugs
+<li>Fixed some error code/detection bugs in the GLSL-related API functions
+</ul>
+
+
<h2>To Do (someday) items</h2>
<ul>
<li>Remove the MEMCPY() and _mesa_memcpy() wrappers and just use memcpy().
diff --git a/docs/shading.html b/docs/shading.html
index 0a9f5f36f4..02f393cc9e 100644
--- a/docs/shading.html
+++ b/docs/shading.html
@@ -25,7 +25,7 @@ Contents
<li><a href="#unsup">Unsupported Features</a>
<li><a href="#notes">Implementation Notes</a>
<li><a href="#hints">Programming Hints</a>
-<li><a href="#standalone">Stand-alone Compiler</a>
+<li><a href="#standalone">Stand-alone GLSL Compiler</a>
<li><a href="#implementation">Compiler Implementation</a>
<li><a href="#validation">Compiler Validation</a>
</ul>
@@ -133,7 +133,7 @@ These issues will be addressed/resolved in the future.
<a name="standalone">
-<h2>Stand-alone Compiler</h2>
+<h2>Stand-alone GLSL Compiler</h2>
<p>
A unique stand-alone GLSL compiler driver has been added to Mesa.
@@ -155,12 +155,10 @@ This tool is useful for:
</ul>
<p>
-To build the glslcompiler program (this will be improved someday):
+After building Mesa, the glslcompiler can be built by manually running:
</p>
<pre>
- cd src/mesa
- make libmesa.a
- cd drivers/glslcompiler
+ cd src/mesa/drivers/glslcompiler
make
</pre>
@@ -170,20 +168,31 @@ Here's an example of using the compiler to compile a vertex shader and
emit GL_ARB_vertex_program-style instructions:
</p>
<pre>
- glslcompiler --arb --linenumbers --vs vertshader.txt
+ bin/glslcompiler --debug --numbers --fs progs/glsl/CH06-brick.frag.txt
</pre>
<p>
-The output may look similar to this:
+results in:
</p>
<pre>
-!!ARBvp1.0
- 0: MOV result.texcoord[0], vertex.texcoord[0];
- 1: DP4 temp0.x, state.matrix.mvp.row[0], vertex.position;
- 2: DP4 temp0.y, state.matrix.mvp.row[1], vertex.position;
- 3: DP4 temp0.z, state.matrix.mvp.row[2], vertex.position;
- 4: DP4 temp0.w, state.matrix.mvp.row[3], vertex.position;
- 5: MOV result.position, temp0;
- 6: END
+# Fragment Program/Shader
+ 0: RCP TEMP[4].x, UNIFORM[2].xxxx;
+ 1: RCP TEMP[4].y, UNIFORM[2].yyyy;
+ 2: MUL TEMP[3].xy, VARYING[0], TEMP[4];
+ 3: MOV TEMP[1], TEMP[3];
+ 4: MUL TEMP[0].w, TEMP[1].yyyy, CONST[4].xxxx;
+ 5: FRC TEMP[1].z, TEMP[0].wwww;
+ 6: SGT.C TEMP[0].w, TEMP[1].zzzz, CONST[4].xxxx;
+ 7: IF (NE.wwww); # (if false, goto 9);
+ 8: ADD TEMP[1].x, TEMP[1].xxxx, CONST[4].xxxx;
+ 9: ENDIF;
+ 10: FRC TEMP[1].xy, TEMP[1];
+ 11: SGT TEMP[2].xy, UNIFORM[3], TEMP[1];
+ 12: MUL TEMP[1].z, TEMP[2].xxxx, TEMP[2].yyyy;
+ 13: LRP TEMP[0], TEMP[1].zzzz, UNIFORM[0], UNIFORM[1];
+ 14: MUL TEMP[0].xyz, TEMP[0], VARYING[1].xxxx;
+ 15: MOV OUTPUT[0].xyz, TEMP[0];
+ 16: MOV OUTPUT[0].w, CONST[4].yyyy;
+ 17: END
</pre>
<p>