+Mesa 6.5.3 is released.
+This is a development release which will lead up to the Mesa 7.0 release
+(which will advertise OpenGL 2.1 API support).
+
+
+
March 26, 2007
The new Shading Language compiler branch has been merged into the git
diff --git a/docs/relnotes-6.5.3.html b/docs/relnotes-6.5.3.html
index d7249aec8f..b0da0c530b 100644
--- a/docs/relnotes-6.5.3.html
+++ b/docs/relnotes-6.5.3.html
@@ -8,10 +8,11 @@
-
Mesa 6.5.3 Release Notes / (in progress)
+
Mesa 6.5.3 Release Notes / April ??, 2007
-Mesa 6.5.3 is a 6.5 follow-on development release with many internal changes.
+Mesa 6.5.3 is a development release with many changes and new features.
+Mesa 7.0 is expected to follow shortly.
@@ -23,10 +24,10 @@ TBD
New features
-
OpenGL 2.0 support.
+
OpenGL 2.0 and 2.1 API support.
Entirely new Shading Language code generator.
Much faster software execution of vertex, fragment shaders.
-
New vertex buffer object infrastructure (replaces old array_cache code).
+
New vertex buffer object (vbo) infrastructure
Updated glext.h file (version 39)
Updated glxext.h file (version 18)
GL_MAX_DRAWBUFFERS is now 4 (software rendering) so
@@ -43,18 +44,21 @@ TBD
Overlapping glCopyPixels with negative Y zoom didn't work (bug 10521)
Fixed a number of framebuffer/renderbuffer reference counting bugs
Fixed a few bugs in software-emulated alpha planes
+
Assorted minor bug fixes in glCopy/DrawPixels, glPixelZoom, etc.
+
Assorted DRI driver bug fixes.
Internal code changes
-
-
Massive changes to the Shading Language compiler.
-
The _MaintainTnlProgram, _MaintainTexEnvProgram, _TexEnvProgram and
-_TnlProgram fields have been moved.
-
The ctx->Vertex/FragmentProgram._Current fields point to the program
-in effect, whether it comes from a shader, user-program or generated
-fixed-function program.
+
Old array_cache module replaced by new vbo module. All geometry
+rendering is now cast in the form of vertex buffer objects.
+
Massive changes to the Shading Language compiler and related state.
+
Vertex/fragment shaders are compiled into GPU instructions and
+programs very similar to GL_ARB_vertex/fragment_program.
+
Vertex and fragment programs are executed with the same code now.
+
The SSE-optimized vertex program path has been removed since it didn't
+support more than 12 temp registers, didn't support branching/looping, etc.
--
cgit v1.2.3
From 6d01f3f1ec21da5bdf3191869ee0be42b3c11d57 Mon Sep 17 00:00:00 2001
From: Brian
Date: Wed, 18 Apr 2007 09:28:38 -0600
Subject: added href to shading language info
---
docs/relnotes-6.5.3.html | 3 ++-
1 file changed, 2 insertions(+), 1 deletion(-)
(limited to 'docs')
diff --git a/docs/relnotes-6.5.3.html b/docs/relnotes-6.5.3.html
index b0da0c530b..8f6ea8bea3 100644
--- a/docs/relnotes-6.5.3.html
+++ b/docs/relnotes-6.5.3.html
@@ -25,7 +25,8 @@ TBD
New features
OpenGL 2.0 and 2.1 API support.
-
Entirely new Shading Language code generator.
+
Entirely new Shading Language code generator. See the
+Shading Language page for more information.
Much faster software execution of vertex, fragment shaders.
New vertex buffer object (vbo) infrastructure
Updated glext.h file (version 39)
--
cgit v1.2.3
From 8598f550916449b99351a51e2a20e4c4cff021d3 Mon Sep 17 00:00:00 2001
From: Brian
Date: Wed, 18 Apr 2007 09:30:07 -0600
Subject: glean glsl test now does over 150 tests
---
docs/shading.html | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
(limited to 'docs')
diff --git a/docs/shading.html b/docs/shading.html
index fd96a41e85..3a10f1b0ce 100644
--- a/docs/shading.html
+++ b/docs/shading.html
@@ -294,7 +294,7 @@ A new Glean test has
been create to exercise the GLSL compiler.
-The glsl1 test runs over 130 sub-tests to check that the language
+The glsl1 test runs over 150 sub-tests to check that the language
features and built-in functions work properly.
This test should be run frequently while working on the compiler to catch
regressions.
--
cgit v1.2.3
From ba3d384e94faaedd4b1e0a90c1a765452bf594f3 Mon Sep 17 00:00:00 2001
From: Brian
Date: Thu, 19 Apr 2007 14:24:29 -0600
Subject: dFdx(), etc. don't work yet
---
docs/shading.html | 1 +
1 file changed, 1 insertion(+)
(limited to 'docs')
diff --git a/docs/shading.html b/docs/shading.html
index 3a10f1b0ce..64ec9990d0 100644
--- a/docs/shading.html
+++ b/docs/shading.html
@@ -44,6 +44,7 @@ in Mesa:
Comparison of user-defined structs
Linking of multiple shaders is not supported
gl_ClipVertex
+
The derivative functions such as dFdx() are not implemented
+Mesa 6.5.3 supports the OpenGL 2.0/2.1 API. However, the (unix)
+shared library version is still 1.5 (i.e. libGL.so.1.5.xxxxxx).
+Bumping the shared library version to 2.x would cause linking problems
+with existing OpenGL applications. Since OpenGL 2.x is backward
+compatible with OpenGL 1.x the shared library version number doesn't
+have to be incremented (which would indicate an incompatible ABI).
+
+
+Other OpenGL vendors name their OpenGL 2.x libraries libGL.so.1.0.xxxxx
+for the same reason.
+
+
+
+
New features
OpenGL 2.0 and 2.1 API support.
@@ -47,6 +63,7 @@ TBD
Fixed a few bugs in software-emulated alpha planes
Assorted minor bug fixes in glCopy/DrawPixels, glPixelZoom, etc.
Assorted DRI driver bug fixes.
+
Fixed a number of bugs that prevented "depth-peeling" rendering from working.
--
cgit v1.2.3
From fc3d6bd3519eac28d071ad6c3cfdf739a71921bb Mon Sep 17 00:00:00 2001
From: Brian
Date: Sat, 21 Apr 2007 12:30:54 -0600
Subject: memory leaks fixed
---
docs/shading.html | 1 -
1 file changed, 1 deletion(-)
(limited to 'docs')
diff --git a/docs/shading.html b/docs/shading.html
index 64ec9990d0..aa19c88d86 100644
--- a/docs/shading.html
+++ b/docs/shading.html
@@ -67,7 +67,6 @@ All other major features of the shading language should function.
The quality of generated code is pretty good, register usage is fair.
Shader error detection and reporting of errors (InfoLog) is not
very good yet.
-
There are known memory leaks in the compiler.
The ftransform() function doesn't necessarily match the results of
fixed-function transformation.
--
cgit v1.2.3
From d59e6f233b02ffe2c36c2fb89ec26c208a421540 Mon Sep 17 00:00:00 2001
From: Brian
Date: Sun, 22 Apr 2007 15:32:10 -0600
Subject: import glxext.h version 19
---
docs/relnotes-6.5.3.html | 2 +-
include/GL/glxext.h | 4 ++--
2 files changed, 3 insertions(+), 3 deletions(-)
(limited to 'docs')
diff --git a/docs/relnotes-6.5.3.html b/docs/relnotes-6.5.3.html
index 0d0398aaf4..61ae904d02 100644
--- a/docs/relnotes-6.5.3.html
+++ b/docs/relnotes-6.5.3.html
@@ -46,7 +46,7 @@ for the same reason.
Much faster software execution of vertex, fragment shaders.
New vertex buffer object (vbo) infrastructure
Updated glext.h file (version 39)
-
Updated glxext.h file (version 18)
+
Updated glxext.h file (version 19)
GL_MAX_DRAWBUFFERS is now 4 (software rendering) so
"multiple render targets" are really supported.
diff --git a/include/GL/glxext.h b/include/GL/glxext.h
index fb7ea22c1d..0f66df6277 100644
--- a/include/GL/glxext.h
+++ b/include/GL/glxext.h
@@ -46,9 +46,9 @@ extern "C" {
/*************************************************************/
/* Header file version number, required by OpenGL ABI for Linux */
-/* glxext.h last updated 2007/02/13 */
+/* glxext.h last updated 2007/04/21 */
/* Current version at http://www.opengl.org/registry/ */
-#define GLX_GLXEXT_VERSION 18
+#define GLX_GLXEXT_VERSION 19
#ifndef GLX_VERSION_1_3
#define GLX_WINDOW_BIT 0x00000001
--
cgit v1.2.3
From 5814922d25fffb043b75ba8c1fd601e740e25ad7 Mon Sep 17 00:00:00 2001
From: Karl Schultz
Date: Wed, 25 Apr 2007 10:28:37 -0600
Subject: updates for 6.5.3 w/ VC8
---
docs/README.WIN32 | 318 ++++++++++++++++++++++++++++--------------------------
1 file changed, 163 insertions(+), 155 deletions(-)
(limited to 'docs')
diff --git a/docs/README.WIN32 b/docs/README.WIN32
index 8dc59b00fd..ce595076bd 100644
--- a/docs/README.WIN32
+++ b/docs/README.WIN32
@@ -1,155 +1,163 @@
-File: docs/README.WIN32
-
-Last updated: Mar 31, 2006 - Karl Schultz - kschultz@users.sourceforge.net
-
-Quick Start
------ -----
-
-Unzip the MesaLib, MesaGLUT, and MesaDemos ZIP files into the same
-directory. The libs and demos build separately, so if you do not care
-about the demos or GLUT, you only need to unzip MesaLib. If you unzip
-more than one ZIP file, they all need to be unzipped into the same
-directory. Don't worry, you will not overwrite anything.
-
-The Windows build system uses Microsoft Visual Studio. Project files
-for a specific version of Visual Studio are in their own directory in
-the top-level "windows" directory. For example, Visual Studio 6 files
-are in windows/VC6. If a directory does not exist for your version of
-Visual Studio, you can try importing the project files from an earlier
-version of Visual Studio. At this time, project files exist for
-Version 6 and Version 7. The code has been built with a beta version
-of Version 8 and it runs on 64-bit Windows. If you want to try this,
-start by importing the VC7 files and create the 64-bit targets in the
-configuration manager.
-
-It is likely that the new and free Visual Studio Express can be used
-to build Mesa, but it hasn't been tried yet. Start with the VC7
-project files.
-
-The project files to build the core Mesa library, Windows Mesa
-drivers, OSMesa, and GLU are in the mesa directory. The project files
-to build GLUT and some demo programs are in the progs directory.
-
-Makefiles are no longer shipped or supported, but can be generated
-from the projects using Visual Studio.
-
-
-Windows Drivers
-------- -------
-
-At this time, only the GDI driver is known to work. Most of the demos
-in progs/demos should work with this driver.
-
-Source code also exists in the tree for other drivers in
-src/mesa/drivers/windows, but the status of this code is unknown.
-
-The GDI driver operates basically by writing pixel spans into a DIB
-section and then blitting the DIB to the window. The driver was
-recently cleaned up and rewitten and so may have bugs or may be
-missing some functionality. The older versions of the CVS source may
-be useful in figuring out any problems, or report them to me.
-
-To build Mesa with the GDI driver, build the mesa, gdi, and glu
-projects in the Visual Studio workspace found at
-
- windows/VC6/mesa/mesa.dsw
-or
- windows/VC7/mesa/mesa.sln
-
-The osmesa DLL can also be built with the osmesa project.
-
-The build system creates a lib top-level directory and copies
-resulting LIB and DLL files to this lib directory. The files are:
-
- OPENGL32.LIB, GLU32.LIB, OSMESA32.LIB
- OPENGL32.DLL, GLU32.DLL, OSMESA32.DLL
-
-If the MesaDemos ZIP file was extracted, the DLL files are also copied
-to the demos directory. This facilitates running the demos as described
-below.
-
-
-GLUT and Demos
----- --- -----
-
-A Visual Studio workspace can be found at
-
- windows/VC6/progs/progs.dsw
-or
- windows/VC7/progs/progs.sln
-
-It can be used to build GLUT and a few demos. The GLUT lib and DLL
-are copied to the top-level lib directory, along with the Mesa libs.
-
-The demo build system expects to find the LIB files in the top level
-lib directory, so you must build the Mesa libs first. The demo
-executables are placed in the demos directory, because some of them
-rely on data files found there. Also, the Mesa lib DLL's were copied
-there by the Mesa lib build process. Therefore, you should be able to
-simply run the demo executables from the demo directory.
-
-If you want to run the demos from the Visual Studio, you may have to
-change the startup directory and explicitly state where the executables are.
-
-You may also build all the demo programs by using a makefile. Go to
-the progs/demos directory and make sure you have executed VCVARS32.BAT
-or whatever setup script is appropriate for your compiler. Then,
-
- nmake -f Makefile.win
-
-should build all the demos.
-
-
-Build System Notes
------ ------ -----
-
-VC6
----
-
-Visual Studio 6 does not recognize files with the .cc extension as C++
-language files, without a lot of unnatural tweaking. So, the VC6
-build process uses custom build steps to compile these files in the
-GLU library.
-
-Two additional configurations are provided, Debug x86 and Release x86
-that activate the shader code compilation by defining SLANG_86. It is
-unknown if and how this works.
-
-VC7
----
-
-The above-mentioned .cc problem does not exist in this version.
-
-
-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.
-
-To build "mangled" Mesa, add the preprocessor define USE_MGL_NAMESPACE
-to the project settings. You will also need to edit src/mesa.def to
-change all the gl* symbols to mgl*. Because this is easy to do with a
-global replace operation in a text editor, no additional mangled
-version of mesa.def is maintained or shipped.
-
-If you have a Windows-related build problem or question, it is
-probably better to direct it to me (kschultz@users.sourceforge.net),
-rather than directly to the other Mesa developers. I will help you as
-much as I can. I also monitor the Mesa mailing lists and will answer
-questions in this area there as well.
-
-
-Karl Schultz
+File: docs/README.WIN32
+
+Last updated: Apr 25, 2007 - Karl Schultz - kschultz@users.sourceforge.net
+
+Quick Start
+----- -----
+
+Unzip the MesaLib, MesaGLUT, and MesaDemos ZIP files into the same
+directory. The libs and demos build separately, so if you do not care
+about the demos or GLUT, you only need to unzip MesaLib. If you unzip
+more than one ZIP file, they all need to be unzipped into the same
+directory. Don't worry, you will not overwrite anything.
+
+The Windows build system uses Microsoft Visual Studio. Project files
+for a specific version of Visual Studio are in their own directory in
+the top-level "windows" directory. For example, Visual Studio 8 files
+are in windows/VC8.
+
+Support has been dropped for versions of Visual Studio prior to 8. The
+main reason is because Microsoft now provides a free compiler and
+developer environment. Visual Studio Express can be found at
+
+http://msdn.microsoft.com/vstudio/express/visualc/default.aspx
+
+You'll also need the Platform SDK. Instructions for obtaining and
+using the SDK with Visual Studio Express can be found at
+
+http://msdn.microsoft.com/vstudio/express/visualc/usingpsdk/
+
+If you are stuck using VC6 or VC7, you may start with these project
+files, but you may need to modify them to reflect changes in the
+Mesa source code tree. If you sucessfully update the project files,
+please submit them to the author of this document so that they may
+be included in the next distribution.
+
+The project files to build the core Mesa library, Windows Mesa
+drivers, OSMesa, and GLU are in the mesa directory. The project files
+to build GLUT and some demo programs are in the progs directory.
+
+Makefiles are no longer shipped or supported, but can be generated
+from the projects using Visual Studio.
+
+
+Windows Drivers
+------- -------
+
+At this time, only the GDI driver is known to work. Most of the demos
+in progs/demos should work with this driver.
+
+Source code also exists in the tree for other drivers in
+src/mesa/drivers/windows, but the status of this code is unknown.
+
+The GDI driver operates basically by writing pixel spans into a DIB
+section and then blitting the DIB to the window. The driver was
+recently cleaned up and rewitten and so may have bugs or may be
+missing some functionality. The older versions of the CVS source may
+be useful in figuring out any problems, or report them to me.
+
+To build Mesa with the GDI driver, build the mesa, gdi, and glu
+projects in the Visual Studio workspace found at
+
+ windows/VC8/mesa/mesa.sln
+
+The osmesa DLL can also be built with the osmesa project.
+
+The build system creates a lib top-level directory and copies
+resulting LIB and DLL files to this lib directory. The files are:
+
+ OPENGL32.LIB, GLU32.LIB, OSMESA32.LIB
+ OPENGL32.DLL, GLU32.DLL, OSMESA32.DLL
+
+If the MesaDemos ZIP file was extracted, the DLL files are also copied
+to the demos directory. This facilitates running the demos as described
+below.
+
+
+GLUT and Demos
+---- --- -----
+
+A Visual Studio workspace can be found at
+
+ windows/VC8/progs/progs.sln
+
+It can be used to build GLUT and a few demos. The GLUT lib and DLL
+are copied to the top-level lib directory, along with the Mesa libs.
+
+The demo build system expects to find the LIB files in the top level
+lib directory, so you must build the Mesa libs first. The demo
+executables are placed in the demos directory, because some of them
+rely on data files found there. Also, the Mesa lib DLL's were copied
+there by the Mesa lib build process. Therefore, you should be able to
+simply run the demo executables from the demo directory.
+
+If you want to run the demos from the Visual Studio, you may have to
+change the startup directory and explicitly state where the executables are.
+
+You may also build all the demo programs by using a makefile. Go to
+the progs/demos directory and make sure you have executed VCVARS32.BAT
+or whatever setup script is appropriate for your compiler. Then,
+
+ nmake -f Makefile.win
+
+should build all the demos.
+
+
+Build System Notes
+----- ------ -----
+
+VC6 (not actively supported)
+---
+
+Visual Studio 6 does not recognize files with the .cc extension as C++
+language files, without a lot of unnatural tweaking. So, the VC6
+build process uses custom build steps to compile these files in the
+GLU library.
+
+Two additional configurations are provided, Debug x86 and Release x86
+that activate the shader code compilation by defining SLANG_86. It is
+unknown if and how this works.
+
+VC7 (not actively supported)
+---
+
+The above-mentioned .cc problem does not exist in this version.
+
+VC8
+---
+
+No notes.
+
+
+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.
+
+To build "mangled" Mesa, add the preprocessor define USE_MGL_NAMESPACE
+to the project settings. You will also need to edit src/mesa.def to
+change all the gl* symbols to mgl*. Because this is easy to do with a
+global replace operation in a text editor, no additional mangled
+version of mesa.def is maintained or shipped.
+
+If you have a Windows-related build problem or question, it is
+probably better to direct it to me (kschultz@users.sourceforge.net),
+rather than directly to the other Mesa developers. I will help you as
+much as I can. I also monitor the Mesa mailing lists and will answer
+questions in this area there as well.
+
+
+Karl Schultz
--
cgit v1.2.3
From 4099531a0af5717087dca993ba780ec98936c4fc Mon Sep 17 00:00:00 2001
From: Brian
Date: Thu, 26 Apr 2007 07:50:26 -0600
Subject: bump Windows to OpenGL 2.1, set release date
---
docs/relnotes-6.5.3.html | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
(limited to 'docs')
diff --git a/docs/relnotes-6.5.3.html b/docs/relnotes-6.5.3.html
index 61ae904d02..0e69a84ee0 100644
--- a/docs/relnotes-6.5.3.html
+++ b/docs/relnotes-6.5.3.html
@@ -8,7 +8,7 @@
-
Mesa 6.5.3 Release Notes / April ??, 2007
+
Mesa 6.5.3 Release Notes / April 26, 2007
Mesa 6.5.3 is a development release with many changes and new features.
@@ -96,7 +96,7 @@ Driver Status
DRI drivers varies with the driver
XMesa/GLX (on Xlib) implements OpenGL 2.1
OSMesa (off-screen) implements OpenGL 2.1
-Windows/Win32 implements OpenGL 1.5
+Windows/Win32 implements OpenGL 2.1
Glide (3dfx Voodoo1/2) implements OpenGL 1.3
SVGA unsupported
Wind River UGL unsupported
--
cgit v1.2.3
From 74edc663a60522ff95dbd2b1e8711f3d5bfae60a Mon Sep 17 00:00:00 2001
From: Brian
Date: Fri, 27 Apr 2007 08:00:37 -0600
Subject: set 6.5.3 release date
---
docs/news.html | 2 +-
docs/relnotes-6.5.3.html | 2 +-
2 files changed, 2 insertions(+), 2 deletions(-)
(limited to 'docs')
diff --git a/docs/news.html b/docs/news.html
index 88c0ebe0a3..d23fc6dfc6 100644
--- a/docs/news.html
+++ b/docs/news.html
@@ -11,7 +11,7 @@
News
-
April ?, 2007
+
April 27, 2007
Mesa 6.5.3 is released.
This is a development release which will lead up to the Mesa 7.0 release
diff --git a/docs/relnotes-6.5.3.html b/docs/relnotes-6.5.3.html
index 0e69a84ee0..df7526f470 100644
--- a/docs/relnotes-6.5.3.html
+++ b/docs/relnotes-6.5.3.html
@@ -8,7 +8,7 @@
-
Mesa 6.5.3 Release Notes / April 26, 2007
+
Mesa 6.5.3 Release Notes / April 27, 2007
Mesa 6.5.3 is a development release with many changes and new features.
--
cgit v1.2.3
From 7ff72a76590d5abdbe0891da51a5fed37d6fe312 Mon Sep 17 00:00:00 2001
From: Brian
Date: Fri, 27 Apr 2007 15:23:19 -0600
Subject: document broken inverse trig functions
---
docs/shading.html | 1 +
1 file changed, 1 insertion(+)
(limited to 'docs')
diff --git a/docs/shading.html b/docs/shading.html
index aa19c88d86..99342a329f 100644
--- a/docs/shading.html
+++ b/docs/shading.html
@@ -45,6 +45,7 @@ in Mesa:
Linking of multiple shaders is not supported
gl_ClipVertex
The derivative functions such as dFdx() are not implemented
+
The inverse trig functions asin(), acos(), and atan() are not implemented
6.5.1 release notes
--
cgit v1.2.3
From af846712fdc3a6946dca74ea67e393fbd106ea84 Mon Sep 17 00:00:00 2001
From: Brian
Date: Fri, 27 Apr 2007 17:00:13 -0600
Subject: updates for 7.0
---
docs/intro.html | 20 ++++++++++++++++----
1 file changed, 16 insertions(+), 4 deletions(-)
(limited to 'docs')
diff --git a/docs/intro.html b/docs/intro.html
index 33a006a74b..ec481a9091 100644
--- a/docs/intro.html
+++ b/docs/intro.html
@@ -128,10 +128,15 @@ specification as well as the GL_ARB_vertex_program and
GL_ARB_fragment_program extensions.
+
+May 2007: Mesa 7.0 is released, implementing the OpenGL 2.1 specification
+and OpenGL Shading Language.
+
+
Ongoing: Mesa is used as the core of many hardware OpenGL drivers for
-the XFree86 X.org X servers within the
+the XFree86 and X.org X servers within the
DRI project.
I continue to enhance Mesa with new extensions and features.
@@ -141,9 +146,16 @@ I continue to enhance Mesa with new extensions and features.
Major Versions
-This is a summary of the major versions of Mesa. Note that Mesa's major
-version number tracks OpenGL's minor version number (+1).
-Work is underway to implement the OpenGL 2.0 specification.
+This is a summary of the major versions of Mesa.
+Mesa's major version number has been incremented whenever a new version
+of the OpenGL specification is implemented.
+
+
+
+
Version 7.x features
+
+Version 7.x of Mesa implements the OpenGL 2.1 API. The main feature
+of OpenGL 2.x is the OpenGL Shading Language.
Fixed an R300 driver bug that caused Xorg composite manager to crash
+
Fixed R300 vertex program/matrix bug (10848)
GLSL dFdx() and dFdy() work for fragment program inputs now (texcoords)
--
cgit v1.2.3
From e75fbd3f918e86e545dfe6046b5d17a85be76f38 Mon Sep 17 00:00:00 2001
From: Brian
Date: Fri, 4 May 2007 18:26:41 -0600
Subject: Assorted miniglx updates.
---
docs/MiniGLX.html | 13 ----
docs/contents.html | 2 +-
docs/fbdev-dri.html | 210 ++++++++++++++++------------------------------------
docs/subset.html | 17 +----
4 files changed, 70 insertions(+), 172 deletions(-)
(limited to 'docs')
diff --git a/docs/MiniGLX.html b/docs/MiniGLX.html
index 3429812993..e7ebae6851 100644
--- a/docs/MiniGLX.html
+++ b/docs/MiniGLX.html
@@ -88,19 +88,6 @@ driver (such as radeon_dri.so) at runtime. The
environment variable LIBGL_DRIVERS_PATH should name the
directory where these modules are located.
-Prior to running a MiniGXL application, the following kernel modules
-must be installed:
-
-
-
-Finally, MiniGLX reads a configuration file (by default,
-/etc/miniglx.conf) to determine basic configuration information.
- The configuration file may also be located in the directory
-specified by the MINIGLX_CONF environment variable).
-
The remainder of this section describes the MiniGLX API functions.
-The fbdev/DRI sub-project within Mesa brings hardware accelerated OpenGL
-rendering to the Linux fbdev environment.
-The X Window System / XFree86 is not needed.
+The fbdev/DRI environment supports hardware-accelerated 3D rendering without
+the X window system. This is typically used for embedded applications.
-Basically, the DRI drivers for hardware
-accelerated OpenGL for XFree86 have been ported to fbdev so that X is
-not needed.
-This means fbdev/DRI works in full-screen mode only.
+Contributors to this project include Jon Smirl, Keith Whitwell and Dave Airlie.
-DRI driver writers may find this simplified environment easier to work in,
-compared to the full XFree86/DRI environment.
+Applications in the fbdev/DRI environment use
+the MiniGLX interface to choose pixel
+formats, create rendering contexts, etc. It's a subset of the GLX and
+Xlib interfaces allowing some degree of application portability between
+the X and X-less environments.
-
-Much of the work for this project has been done by Jon Smirl and
-Keith Whitwell.
-
-
-
-To use fbdev/DRI, you'll need a Linux 2.4 or 2.6 kernel.
-
-
-
Background Info
-
-
-The Mesa-based DRI drivers used to be hosted in the DRI tree (which is
-basically a copy of the XFree86 tree).
-Since the Mesa-based DRI drivers are moreso "Mesa drivers" than "XFree86
-drivers" and the fact that with some work, the drivers could be used
-without X, the driver code was moved into the Mesa tree.
-
-
-
-So now the DRI drivers can be compiled for two different environments:
-fbdev and XFree86.
-To build the drivers for XFree86, one has to download/build the DRI
-source tree.
-Eventually, we'd like to be able to build the drivers for XFree86 outside
-of the XFree86/DRI trees.
-
-
-
-
2. Compilation
-
2.1 Compiling the DRM modules
-
-First, you'll need the DRM (Direct Rendering Manager) kernel module sources.
-They're found in a module of the DRI CVS tree.
-To obtain the code do the following:
+You'll need the DRM and pciaccess libraries. Check with:
-You'll probably want to copy/move them into your kernel module directory
-(for example: /lib/modules/2.4.18-14/kernel/drivers/char/drm/).
-
-
-
-
-
2.2 Compiling the Mesa drivers
-
-
-Begin by editing the Mesa/configs/default file to set
-the DRM_SOURCE_PATH variable.
-Set it to the location where the DRM module sources are located.
-For example, if your current directory in step 2.1 was /home/fred/
-set DRM_SOURCE_PATH to /home/fred/drm
-
-
-
-Next, assuming you're starting with a fresh Mesa CVS checkout,
-do the following:
+Compile Mesa with the 'linux-solo' configuration:
make linux-solo
-If you previously built the source tree, run make realclean
-first to remove the old object files.
-
-
-
-When this is finished, check the Mesa/lib/ directory
-to verify that the following files were made:
+When complete you should have the following:
-
-
libGL.so.1.2 - the client-side OpenGL library
- (and a few symlinks to it).
-
libGLU.so.1.1 - the GLU library (and a few symlinks to it).
-
libglut.so.3.7 - the GLUT library (and a few symlinks to it).
-
mga_dri.so - DRI driver for Matrox G200/G400 cards.
-
r128_dri.so - DRI driver for ATI Rage 128 cards.
-
r200_dri.so - DRI driver for ATI R200 Radeon cards.
-
radeon_dri.so - DRI driver for original ATI Radeon cards.
-
i810_dri.so - DRI driver for Intel i810/i815 chips.
-
i830_dri.so - DRI driver for Intel i830/i845 chips.
-
mga_dri.so - DRI driver for Matrox G200/G400 cards.
-
sis_dri.so - DRI driver for SIS cards.
-
tdfx_dri.so - DRI driver for 3dfx Voodoo 3/4/5 cards.
-
gamma_dri.so - DRI driver for 3Dlabs gamma cards.
-
fb_dri.so - software-only fbdev driver.
-
miniglx.conf - configuration file for the MiniGLX interface
+
lib/libGL.so - the GL library which applications link with
+
lib/*_dri_so - DRI drivers
+
lib/miniglx.conf - sample MiniGLX config file
+
progs/miniglx/* - several MiniGLX sample programs
+
3. Using fbdev/DRI
-If XFree86 is currently running, exit/stop the X server so you're
-working from the console.
+If an X server currently running, exit/stop it so you're working from
+the console.
@@ -175,12 +78,23 @@ working from the console.
You'll need to load the kernel modules specific to your graphics hardware.
Typically, this consists of the agpgart module, an fbdev driver module
-and the DRM kernel module (from step 2.1).
+and the DRM kernel module.
+
+
+As root, the kernel modules can be loaded as follows:
+
+If you have Intel i915/i945 hardware:
+
+
+ modprobe agpgart # the AGP GART module
+ modprobe intelfb # the Intel fbdev driver
+ modprobe i915 # the i915/945 DRI kernel module
+
-If you have ATI Radeon/R200 hardware, run as root:
+If you have ATI Radeon/R200 hardware:
modprobe agpgart # the AGP GART module
@@ -189,7 +103,7 @@ If you have ATI Radeon/R200 hardware, run as root:
-If you have ATI Rage 128 hardware, run as root:
+If you have ATI Rage 128 hardware:
modprobe agpgart # the AGP GART module
@@ -198,7 +112,7 @@ If you have ATI Rage 128 hardware, run as root:
-If you have Matrox G200/G400 hardware, run as root:
+If you have Matrox G200/G400 hardware:
modprobe agpgart # the AGP GART module
@@ -207,37 +121,46 @@ If you have Matrox G200/G400 hardware, run as root:
-Then run lsmod to be sure the modules are loaded.
-For a Radeon card, you should see something like this:
+To verify that the agpgart, fbdev and drm modules are loaded:
-Module Size Used by Not tainted
-radeon 110308 0 (unused)
-radeonfb 21900 0 (unused)
-agpgart 43072 1
+ ls -l /dev/agpgart /dev/fb* /dev/dri
-
+
+Alternately, use lsmod to inspect the currently installed modules.
+If you have problems, look at the output of dmesg.
+
3.2 Configuration File
-The Mesa/lib/miniglx.conf file should be installed
-in /etc/.
+Copy the sample miniglx.conf to /etc/miniglx.conf and review/edit its contents.
+Alternately, the MINIGLX_CONF environment variable can be used to
+indicate the location of miniglx.conf
+To determine the pciBusID value, run lspci and examine the output.
+For example:
+
-Edit /etc/miniglx.conf to be sure it's set up correctly
-for your hardware.
-Comments in the file explain the options.
+00:02.0 indicates that pciBusID should be PCI:0:2:0
+
+
3.3 Running fbdev/DRI Programs
Make sure your LD_LIBRARY_PATH environment variable is set to the
-Mesa/lib/ directory.
+location of the libGL.so library. You may need to append other paths
+to LD_LIBRARY_PATH if libpciaccess.so is in a non-standard location,
+for example.
@@ -268,27 +191,24 @@ them from a remote shell so that you can stop them with ctrl-C.
4.0 Troubleshooting
-
+
+
If you try to run miniglxtest and get the following:
-
+
[miniglx] failed to probe chipset
connect: Connection refused
server connection lost
-
It means that the sample_server process is not running.
-
-
+
+
+
5.0 Programming Information
-
-The full OpenGL API is available with fbdev/DRI.
-
-
OpenGL/Mesa is interfaced to fbdev via the MiniGLX
interface.
diff --git a/docs/subset.html b/docs/subset.html
index dd1d742a82..4ac2eadffb 100644
--- a/docs/subset.html
+++ b/docs/subset.html
@@ -1,17 +1,18 @@
-
Mesa Subset
+Mesa Subset Driver
-
Mesa Subset
+
Mesa Subset Driver
In 2002/2003 Tungsten Graphics was contracted to develop a subset Mesa/Radeon
driver for an embedded environment. The result is a reduced-size DRI driver
-for the ATI R200 chip, for use with Linux fbdev rather than XFree86.
+for the ATI R200 chip, for use with
+fbdev/DRI environment.
@@ -19,15 +20,5 @@ The specification for this subset can be found
here.
-
-
--
cgit v1.2.3
From 91948f99ddd08b2929aa0b993994f2745eff8bd5 Mon Sep 17 00:00:00 2001
From: Brian
Date: Fri, 4 May 2007 18:32:02 -0600
Subject: add tag
---
docs/fbdev-dri.html | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
(limited to 'docs')
diff --git a/docs/fbdev-dri.html b/docs/fbdev-dri.html
index cdc4bd62f8..294ddb1e05 100644
--- a/docs/fbdev-dri.html
+++ b/docs/fbdev-dri.html
@@ -204,7 +204,7 @@ It means that the sample_server process is not running.
-
+
5.0 Programming Information
--
cgit v1.2.3
From 62ef001de7c16aff459114c1dcc8097270689e6d Mon Sep 17 00:00:00 2001
From: Brian
Date: Wed, 9 May 2007 08:17:57 -0600
Subject: add pointers to git repo for drm/libpciaccess, replace & with &
---
docs/fbdev-dri.html | 15 ++++++++++++++-
1 file changed, 14 insertions(+), 1 deletion(-)
(limited to 'docs')
diff --git a/docs/fbdev-dri.html b/docs/fbdev-dri.html
index 294ddb1e05..c7f59bb0c2 100644
--- a/docs/fbdev-dri.html
+++ b/docs/fbdev-dri.html
@@ -39,6 +39,19 @@ You'll need the DRM and pciaccess libraries. Check with:
pkg-config --modversion pciaccess
+
Improved lambda and derivative calculation for frag progs.
+
+
+
+
Driver Status
+
+
+Driver Status
+---------------------- ----------------------
+DRI drivers varies with the driver
+XMesa/GLX (on Xlib) implements OpenGL 2.1
+OSMesa (off-screen) implements OpenGL 2.1
+Windows/Win32 implements OpenGL 2.1
+Glide (3dfx Voodoo1/2) implements OpenGL 1.3
+SVGA unsupported
+Wind River UGL unsupported
+DJGPP unsupported
+GGI unsupported
+BeOS unsupported
+Allegro unsupported
+D3D unsupported
+
+
+
+
diff --git a/docs/relnotes.html b/docs/relnotes.html
index c698dfe131..73bae8590f 100644
--- a/docs/relnotes.html
+++ b/docs/relnotes.html
@@ -20,6 +20,7 @@ The release notes summarize what's new or changed in each Mesa release.
6.5.2 release notes
--
cgit v1.2.3
From 9ebffb86a699e49fd683ed9afbf6d5b2ac244ae0 Mon Sep 17 00:00:00 2001
From: Ian Romanick
Date: Wed, 16 May 2007 15:33:36 -0700
Subject: Initial version of MESA_texture_array spec.
---
docs/MESA_texture_array.spec | 805 +++++++++++++++++++++++++++++++++++++++++++
1 file changed, 805 insertions(+)
create mode 100644 docs/MESA_texture_array.spec
(limited to 'docs')
diff --git a/docs/MESA_texture_array.spec b/docs/MESA_texture_array.spec
new file mode 100644
index 0000000000..d3b7752115
--- /dev/null
+++ b/docs/MESA_texture_array.spec
@@ -0,0 +1,805 @@
+Name
+
+ MESA_texture_array
+
+Name Strings
+
+ GL_MESA_texture_array
+
+Contact
+
+ Ian Romanick, IBM (idr 'at' us.ibm.com)
+
+IP Status
+
+ No known IP issues.
+
+Status
+
+ Shipping in Mesa 7.1
+
+Version
+
+ $Date: 2007/05/16$ $Revision: 0.4$
+
+Number
+
+ TBD
+
+Dependencies
+
+ OpenGL 1.2 or GL_EXT_texture3D is required.
+
+ Support for ARB_fragment_program is assumed, but not required.
+
+ Support for ARB_fragment_program_shadow is assumed, but not required.
+
+ Support for EXT_framebuffer_object is assumed, but not required.
+
+ Written based on the wording of the OpenGL 2.0 specification and
+ ARB_fragment_program_shadow but not dependent on them.
+
+Overview
+
+ There are a number of circumstances where an application may wish to
+ blend two textures out of a larger set of textures. Moreover, in some
+ cases the selected textures may vary on a per-fragment basis within
+ a polygon. Several examples include:
+
+ 1. High dynamic range textures. The application stores several
+ different "exposures" of an image as different textures. On a
+ per-fragment basis, the application selects which exposures are
+ used.
+
+ 2. A terrain engine where the altitude of a point determines the
+ texture applied to it. If the transition is from beach sand to
+ grass to rocks to snow, the application will store each texture
+ in a different texture map, and dynamically select which two
+ textures to blend at run-time.
+
+ 3. Storing short video clips in textures. Each depth slice is a
+ single frame of video.
+
+ Several solutions to this problem have been proposed, but they either
+ involve using a separate texture unit for each texture map or using 3D
+ textures without mipmaps. Both of these options have major drawbacks.
+
+ This extension provides a third alternative that eliminates the major
+ drawbacks of both previous methods. A new texture target,
+ TEXTURE_2D_ARRAY, is added that functions identically to TEXTURE_3D in
+ all aspects except the sizes of the non-base level images. In
+ traditional 3D texturing, the size of the N+1 LOD is half the size
+ of the N LOD in all three dimensions. For the TEXTURE_2D_ARRAY target,
+ the height and width of the N+1 LOD is halved, but the depth is the
+ same for all levels of detail. The texture then becomes an array of
+ 2D textures. The per-fragment texel is selected by the R texture
+ coordinate.
+
+ References:
+
+ http://www.opengl.org/discussion_boards/cgi_directory/ultimatebb.cgi?ubb=get_topic;f=3;t=011557
+ http://www.opengl.org/discussion_boards/cgi_directory/ultimatebb.cgi?ubb=get_topic;f=3;t=000516
+ http://www.opengl.org/discussion_boards/cgi_directory/ultimatebb.cgi?ubb=get_topic;f=3;t=011903
+ http://www.delphi3d.net/articles/viewarticle.php?article=terraintex.htm
+
+New Procedures and Functions
+
+ All functions come directly from EXT_texture_array.
+
+ void FramebufferTextureLayerEXT(enum target, enum attachment,
+ uint texture, int level, int layer);
+
+New Tokens
+
+ All token names and values come directly from EXT_texture_array.
+
+ Accepted by the parameter of Enable, Disable, and IsEnabled, by
+ the parameter of GetBooleanv, GetIntegerv, GetFloatv, and
+ GetDoublev, and by the parameter of TexImage3D, GetTexImage,
+ GetTexLevelParameteriv, GetTexLevelParameterfv, GetTexParameteriv, and
+ GetTexParameterfv:
+
+ TEXTURE_1D_ARRAY_EXT 0x8C18
+ TEXTURE_2D_ARRAY_EXT 0x8C1A
+
+ Accepted by the parameter of TexImage2D, TexSubImage2D,
+ CopyTexImage2D, CopyTexSubImage2D, CompressedTexImage2D,
+ CompressedTexSubImage2D, GetTexLevelParameteriv, and
+ GetTexLevelParameterfv:
+
+ TEXTURE_1D_ARRAY_EXT
+ PROXY_TEXTURE_1D_ARRAY_EXT 0x8C19
+
+ Accepted by the parameter of TexImage3D, TexSubImage3D,
+ CopyTexSubImage3D, CompressedTexImage3D, CompressedTexSubImage3D,
+ GetTexLevelParameteriv, and GetTexLevelParameterfv:
+
+ TEXTURE_2D_ARRAY_EXT
+ PROXY_TEXTURE_2D_ARRAY_EXT 0x8C1B
+
+ Accepted by the parameter of GetBooleanv, GetIntegerv,
+ GetFloatv, and GetDoublev
+
+ TEXTURE_BINDING_1D_ARRAY_EXT 0x8C1C
+ TEXTURE_BINDING_2D_ARRAY_EXT 0x8C1D
+ MAX_ARRAY_TEXTURE_LAYERS_EXT 0x88FF
+
+ Accepted by the parameter of TexParameterf, TexParameteri,
+ TexParameterfv, and TexParameteriv when the parameter is
+ TEXTURE_COMPARE_MODE_ARB:
+
+ COMPARE_REF_DEPTH_TO_TEXTURE_EXT 0x884E
+
+ (Note: COMPARE_REF_DEPTH_TO_TEXTURE_EXT is simply an alias for the
+ existing COMPARE_R_TO_TEXTURE token in OpenGL 2.0; the alternate name
+ reflects the fact that the R coordinate is not always used.)
+
+ Accepted by the parameter of TexImage3D and
+ CompressedTexImage3D, and by the parameter of
+ CompressedTexSubImage3D:
+
+ COMPRESSED_RGB_S3TC_DXT1_EXT
+ COMPRESSED_RGBA_S3TC_DXT1_EXT
+ COMPRESSED_RGBA_S3TC_DXT3_EXT
+ COMPRESSED_RGBA_S3TC_DXT5_EXT
+
+ Accepted by the parameter of
+ GetFramebufferAttachmentParameterivEXT:
+
+ FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4
+
+ (Note: FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER is simply an alias for the
+ FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT token provided in
+ EXT_framebuffer_object. This extension generalizes the notion of
+ "" to include layers of an array texture.)
+
+Additions to Chapter 2 of the OpenGL 2.0 Specification (OpenGL Operation)
+
+ None
+
+Additions to Chapter 3 of the OpenGL 2.0 Specification (Rasterization)
+
+ -- Section 3.8.1 "Texture Image Specification"
+
+ Change the first paragraph (page 150) to say (spec changes identical to
+ EXT_texture_array):
+
+ "The command
+
+ void TexImage3D(enum target, int level, int internalformat,
+ sizei width, sizei height, sizei depth, int border,
+ enum format, enum type, void *data);
+
+ is used to specify a three-dimensional texture image. target must be one
+ one of TEXTURE_3D for a three-dimensional texture or
+ TEXTURE_2D_ARRAY_EXT for an two-dimensional array texture.
+ Additionally, target may be either PROXY_TEXTURE_3D for a
+ three-dimensional proxy texture, or PROXY_TEXTURE_2D_ARRAY_EXT for a
+ two-dimensional proxy array texture."
+
+ Change the fourth paragraph on page 151 to say (spec changes identical
+ to EXT_texture_array):
+
+ "Textures with a base internal format of DEPTH_COMPONENT are supported
+ by texture image specification commands only if target is TEXTURE_1D,
+ TEXTURE_2D, TEXTURE_1D_ARRAY_EXT, TEXTURE_2D_ARRAY_EXT,
+ PROXY_TEXTURE_1D, PROXY_TEXTURE_2D, PROXY_TEXTURE_1D_ARRAY_EXT, or
+ PROXY_TEXTURE_2D_ARRAY_EXT. Using this format in conjunction with any
+ other target will result in an INVALID_OPERATION error."
+
+
+ Change the fourth paragraph on page 156 to say (spec changes identical
+ to EXT_texture_array):
+
+ "The command
+
+ void TexImage2D(enum target, int level,
+ int internalformat, sizei width, sizei height,
+ int border, enum format, enum type, void *data);
+
+ is used to specify a two-dimensional texture image. target must be one
+ of TEXTURE_2D for a two-dimensional texture, TEXTURE_1D_ARRAY_EXT for a
+ one-dimensional array texture, or one of TEXTURE_CUBE_MAP_POSITIVE_X,
+ TEXTURE_CUBE_MAP_NEGATIVE_X, TEXTURE_CUBE_MAP_POSITIVE_Y,
+ TEXTURE_CUBE_MAP_NEGATIVE_Y, TEXTURE_CUBE_MAP_POSITIVE_Z, or
+ TEXTURE_CUBE_MAP_NEGATIVE_Z for a cube map texture. Additionally,
+ target may be either PROXY_TEXTURE_2D for a two-dimensional proxy
+ texture, PROXY_TEXTURE_1D_ARRAY_EXT for a one-dimensional proxy array
+ texture, or PROXY TEXTURE_CUBE_MAP for a cube map proxy texture in the
+ special case discussed in section 3.8.11. The other parameters match
+ the corresponding parameters of TexImage3D.
+
+ For the purposes of decoding the texture image, TexImage2D is
+ equivalent to calling TexImage3D with corresponding arguments and depth
+ of 1, except that
+
+ * The border depth, d_b, is zero, and the depth of the image is
+ always 1 regardless of the value of border.
+
+ * The border height, h_b, is zero if is
+ TEXTURE_1D_ARRAY_EXT, and otherwise.
+
+ * Convolution will be performed on the image (possibly changing its
+ width and height) if SEPARABLE 2D or CONVOLUTION 2D is enabled.
+
+ * UNPACK SKIP IMAGES is ignored."
+
+ -- Section 3.8.2 "Alternate Texture Image Specification Commands"
+
+ Change the second paragraph (page 159) (spec changes identical
+ to EXT_texture_array):
+
+ "The command
+
+ void CopyTexImage2D(enum target, int level,
+ enum internalformat, int x, int y, sizei width,
+ sizei height, int border);
+
+ defines a two-dimensional texture image in exactly the manner of
+ TexImage2D, except that the image data are taken from the framebuffer
+ rather than from client memory. Currently, target must be one of
+ TEXTURE_2D, TEXTURE_1D_ARRAY_EXT, TEXTURE_CUBE_MAP_POSITIVE_X,
+ TEXTURE_CUBE_MAP_NEGATIVE_X, TEXTURE_CUBE MAP_POSITIVE_Y,
+ TEXTURE_CUBE_MAP_NEGATIVE_Y, TEXTURE_CUBE_MAP_POSITIVE_Z, or
+ TEXTURE_CUBE_MAP_NEGATIVE_Z.
+
+
+ Change the last paragraph on page 160 to say (spec changes identical
+ to EXT_texture_array):
+
+ "Currently the target arguments of TexSubImage1D and CopyTexSubImage1D
+ must be TEXTURE_1D, the target arguments of TexSubImage2D and
+ CopyTexSubImage2D must be one of TEXTURE_2D, TEXTURE_1D_ARRAY_EXT,
+ TEXTURE_CUBE_MAP_POSITIVE_X, TEXTURE_CUBE_MAP_NEGATIVE_X,
+ TEXTURE_CUBE_MAP_POSITIVE_Y, TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ TEXTURE_CUBE_MAP_POSITIVE_Z, or TEXTURE_CUBE_MAP_NEGATIVE_Z, and the
+ target arguments of TexSubImage3D and CopyTexSubImage3D must be
+ TEXTURE_3D or TEXTURE_2D_ARRAY_EXT. ..."
+
+
+ -- Section 3.8.4 "Texture Parameters"
+
+ Change the first paragraph (page 166) to say:
+
+ "Various parameters control how the texel array is treated when
+ specified or changed, and when applied to a fragment. Each parameter is
+ set by calling
+
+ void TexParameter{if}(enum target, enum pname, T param);
+ void TexParameter{if}v(enum target, enum pname, T params);
+
+ target is the target, either TEXTURE_1D, TEXTURE_2D, TEXTURE_3D,
+ TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, or TEXTURE_2D_ARRAY_EXT."
+
+
+ -- Section 3.8.8 "Texture Minification" in the section "Scale Factor and Level of Detail"
+
+ Change the first paragraph (page 172) to say:
+
+ "Let s(x,y) be the function that associates an s texture coordinate
+ with each set of window coordinates (x,y) that lie within a primitive;
+ define t(x,y) and r(x,y) analogously. Let u(x,y) = w_t * s(x,y),
+ v(x,y) = h_t * t(x,y), and w(x,y) = d_t * r(x,y), where w_t, h_t,
+ and d_t are as defined by equations 3.15, 3.16, and 3.17 with
+ w_s, h_s, and d_s equal to the width, height, and depth of the
+ image array whose level is level_base. For a one-dimensional
+ texture or a one-dimensional array texture, define v(x,y) = 0 and
+ w(x,y) = 0; for a two-dimensional texture or a two-dimensional array
+ texture, define w(x,y) = 0..."
+
+ -- Section 3.8.8 "Texture Minification" in the section "Mipmapping"
+
+ Change the third paragraph (page 174) to say:
+
+ "For a two-dimensional texture, two-dimensional array texture, or
+ cube map texture,"
+
+ Change the fourth paragraph (page 174) to say:
+
+ "And for a one-dimensional texture or a one-dimensional array texture,"
+
+ After the first paragraph (page 175) add:
+
+ "For one-dimensional array textures, h_b and d_b are treated as 1,
+ regardless of the actual values, when performing mipmap calculations.
+ For two-dimensional array textures, d_b is always treated as one,
+ regardless of the actual value, when performing mipmap calculations."
+
+ -- Section 3.8.8 "Automatic Mipmap Generation" in the section "Mipmapping"
+
+ Change the third paragraph (page 176) to say (spec changes identical
+ to EXT_texture_array):
+
+ "The contents of the derived arrays are computed by repeated, filtered
+ reduction of the level_base array. For one- and two-dimensional array
+ textures, each layer is filtered independently. ..."
+
+ -- Section 3.8.8 "Manual Mipmap Generation" in the section "Mipmapping"
+
+ Change first paragraph to say (spec changes identical to
+ EXT_texture_array):
+
+ "Mipmaps can be generated manually with the command
+
+ void GenerateMipmapEXT(enum target);
+
+ where is one of TEXTURE_1D, TEXTURE_2D, TEXTURE_CUBE_MAP,
+ TEXTURE_3D, TEXTURE_1D_ARRAY, or TEXTURE_2D_ARRAY. Mipmap generation
+ affects the texture image attached to . ..."
+
+ -- Section 3.8.10 "Texture Completeness"
+
+ Change the second paragaph (page 177) to say (spec changes identical
+ to EXT_texture_array):
+
+ "For one-, two-, or three-dimensional textures and one- or
+ two-dimensional array textures, a texture is complete if the following
+ conditions all hold true:"
+
+ -- Section 3.8.11 "Texture State and Proxy State"
+
+ Change the second and third paragraphs (page 179) to say (spec changes
+ identical to EXT_texture_array):
+
+ "In addition to image arrays for one-, two-, and three-dimensional
+ textures, one- and two-dimensional array textures, and the six image
+ arrays for the cube map texture, partially instantiated image arrays
+ are maintained for one-, two-, and three-dimensional textures and one-
+ and two-dimensional array textures. Additionally, a single proxy image
+ array is maintained for the cube map texture. Each proxy image array
+ includes width, height, depth, border width, and internal format state
+ values, as well as state for the red, green, blue, alpha, luminance,
+ and intensity component resolutions. Proxy image arrays do not include
+ image data, nor do they include texture properties. When TexImage3D is
+ executed with target specified as PROXY_TEXTURE_3D, the
+ three-dimensional proxy state values of the specified level-of-detail
+ are recomputed and updated. If the image array would not be supported
+ by TexImage3D called with target set to TEXTURE 3D, no error is
+ generated, but the proxy width, height, depth, border width, and
+ component resolutions are set to zero. If the image array would be
+ supported by such a call to TexImage3D, the proxy state values are set
+ exactly as though the actual image array were being specified. No pixel
+ data are transferred or processed in either case.
+
+ Proxy arrays for one- and two-dimensional textures and one- and
+ two-dimensional array textures are operated on in the same way when
+ TexImage1D is executed with target specified as PROXY_TEXTURE_1D,
+ TexImage2D is executed with target specified as PROXY_TEXTURE_2D or
+ PROXY_TEXTURE_1D_ARRAY_EXT, or TexImage3D is executed with target
+ specified as PROXY_TETXURE_2D_ARRAY_EXT."
+
+ -- Section 3.8.12 "Texture Objects"
+
+ Change section (page 180) to say (spec changes identical to
+ EXT_texture_array):
+
+ "In addition to the default textures TEXTURE_1D, TEXTURE_2D,
+ TEXTURE_3D, TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, and TEXTURE_2D_EXT,
+ named one-, two-, and three-dimensional, cube map, and one- and
+ two-dimensional array texture objects can be created and operated upon.
+ The name space for texture objects is the unsigned integers, with zero
+ reserved by the GL.
+
+ A texture object is created by binding an unused name to TEXTURE_1D,
+ TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, or
+ TEXTURE_2D_ARRAY_EXT. The binding is effected by calling
+
+ void BindTexture(enum target, uint texture);
+
+ with set to the desired texture target and set to
+ the unused name. The resulting texture object is a new state vector,
+ comprising all the state values listed in section 3.8.11, set to the
+ same initial values. If the new texture object is bound to TEXTURE_1D,
+ TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, or
+ TEXTURE_2D_ARRAY_EXT, it is and remains a one-, two-,
+ three-dimensional, cube map, one- or two-dimensional array texture
+ respectively until it is deleted.
+
+ BindTexture may also be used to bind an existing texture object to
+ either TEXTURE_1D, TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP,
+ TEXTURE_1D_ARRAY_EXT, or TEXTURE_2D_ARRAY_EXT. The error
+ INVALID_OPERATION is generated if an attempt is made to bind a texture
+ object of different dimensionality than the specified target. If the
+ bind is successful no change is made to the state of the bound texture
+ object, and any previous binding to target is broken.
+
+ While a texture object is bound, GL operations on the target to which
+ it is bound affect the bound object, and queries of the target to which
+ it is bound return state from the bound object. If texture mapping of
+ the dimensionality of the target to which a texture object is bound is
+ enabled, the state of the bound texture object directs the texturing
+ operation.
+
+ In the initial state, TEXTURE_1D, TEXTURE_2D, TEXTURE_3D,
+ TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, and TEXTURE_2D_ARRAY_EXT have
+ one-, two-, three-dimensional, cube map, and one- and two-dimensional
+ array texture state vectors respectively associated with them. In order
+ that access to these initial textures not be lost, they are treated as
+ texture objects all of whose names are 0. The initial one-, two-,
+ three-dimensional, cube map, one- and two-dimensional array textures
+ are therefore operated upon, queried, and applied as TEXTURE_1D,
+ TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, and
+ TEXTURE_2D_ARRAY_EXT respectively while 0 is bound to the corresponding
+ targets.
+
+ Change second paragraph on page 181 to say (spec changes identical to
+ EXT_texture_array):
+
+ "... If a texture that is currently bound to one of the targets
+ TEXTURE_1D, TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP,
+ TEXTURE_1D_ARRAY_EXT, or TEXTURE_2D_ARRAY_EXT is deleted, it is as
+ though BindTexture had been executed with the same target and texture
+ zero. ..."
+
+ Change second paragraph on page 182 to say (spec changes identical to
+ EXT_texture_array):
+
+ "The texture object name space, including the initial one-, two-, and
+ three dimensional, cube map, and one- and two-dimensional array texture
+ objects, is shared among all texture units. ..."
+
+
+ -- Section 3.8.14 "Depth Texture Comparison Modes" in "Texture Comparison Modes"
+
+ Change second through fourth paragraphs (page 188) to say:
+
+ "Let D_t be the depth texture value, in the range [0, 1]. For
+ texture lookups from one- and two-dimesional, rectangle, and
+ one-dimensional array targets, let R be the interpolated
+ texture coordinate, clamped to the range [0, 1]. For texture lookups
+ from two-dimesional array texture targets, let R be the interpolated
+ texture coordinate, clamped to the range [0, 1]. Then the
+ effective texture value L_t, I_t, or A_t is computed as follows:
+
+ If the value of TEXTURE_COMPARE_MODE is NONE, then
+
+ r = Dt
+
+ If the value of TEXTURE_COMPARE_MODE is
+ COMPARE_REF_DEPTH_TO_TEXTURE_EXT), then r depends on the texture
+ comparison function as shown in table 3.27."
+
+ -- Section 3.8.15 "Texture Application"
+
+ Change the first paragraph (page 189) to say:
+
+ "Texturing is enabled or disabled using the generic Enable and Disable
+ commands, respectively, with the symbolic constants TEXTURE_1D,
+ TEXTURE_2D, TEXTURE_3D, TEXTURE_CUBE_MAP, TEXTURE_1D_ARRAY_EXT, or
+ TEXTURE_2D_ARRAY_EXT to enable one-, two-, three-dimensional, cube
+ map, one-dimensional array, or two-dimensional array texture,
+ respectively. If both two- and one-dimensional textures are enabled,
+ the two-dimensional texture is used. If the three-dimensional and
+ either of the two- or one-dimensional textures is enabled, the
+ three-dimensional texture is used. If the cube map texture and any of
+ the three-, two-, or one-dimensional textures is enabled, then cube map
+ texturing is used. If one-dimensional array texture is enabled and any
+ of cube map, three-, two-, or one-dimensional textures is enabled,
+ one-dimensional array texturing is used. If two-dimensional array
+ texture is enabled and any of cube map, three-, two-, one-dimensional
+ textures or one-dimensional array texture is enabled, two-dimensional
+ array texturing is used..."
+
+ -- Section 3.11.2 of ARB_fragment_program (Fragment Program Grammar and Restrictions):
+
+ (mostly add to existing grammar rules)
+
+ ::= "MESA_texture_array"
+
+ ::= "1D"
+ | "2D"
+ | "3D"
+ | "CUBE"
+ | "RECT"
+ | (if program option is present)
+ | (if program option is present)
+
+ ::= "ARRAY1D"
+ | "ARRAY2D"
+
+ ::= "SHADOW1D"
+ | "SHADOW2D"
+ | "SHADOWRECT"
+ | (if program option is present)
+
+ ::= "SHADOWARRAY1D"
+ | "SHADOWARRAY2D"
+
+
+ -- Add Section 3.11.4.5.4 "Texture Stack Option"
+
+ "If a fragment program specifies the "MESA_texture_array" program
+ option, the rule is modified to add the texture targets
+ ARRAY1D and ARRAY2D (See Section 3.11.2)."
+
+ -- Section 3.11.6 "Fragment Program Texture Instruction Set"
+
+ (replace 1st and 2nd paragraphs with the following paragraphs)
+
+ "The first three texture instructions described below specify the
+ mapping of 4-tuple input vectors to 4-tuple output vectors.
+ The sampling of the texture works as described in section 3.8,
+ except that texture environments and texture functions are not
+ applicable, and the texture enables hierarchy is replaced by explicit
+ references to the desired texture target (i.e., 1D, 2D, 3D, cube map,
+ rectangle, ARRAY1D, ARRAY2D). These texture instructions specify
+ how the 4-tuple is mapped into the coordinates used for sampling. The
+ following function is used to describe the texture sampling in the
+ descriptions below:
+
+ vec4 TextureSample(vec4 coord, float lodBias, int texImageUnit,
+ enum texTarget);
+
+ Note that not all four components of the texture coordinates
+ are used by all texture targets. Component usage for each
+ is defined in table X.
+
+ coordinates used
+ texTarget Texture Type s t r layer shadow
+ ---------------- --------------------- ----- ----- ------
+ 1D TEXTURE_1D x - - - -
+ 2D TEXTURE_2D x y - - -
+ 3D TEXTURE_3D x y z - -
+ CUBE TEXTURE_CUBE_MAP x y z - -
+ RECT TEXTURE_RECTANGLE_ARB x y - - -
+ ARRAY1D TEXTURE_1D_ARRAY_EXT x - - y -
+ ARRAY2D TEXTURE_2D_ARRAY_EXT x y - z -
+ SHADOW1D TEXTURE_1D x - - - z
+ SHADOW2D TEXTURE_2D x y - - z
+ SHADOWRECT TEXTURE_RECTANGLE_ARB x y - - z
+ SHADOWARRAY1D TEXTURE_1D_ARRAY_EXT x - - y z
+ SHADOWARRAY2D TEXTURE_2D_ARRAY_EXT x y - z w
+
+ Table X: Texture types accessed for each of the , and
+ coordinate mappings. The "coordinates used" column indicate the
+ input values used for each coordinate of the texture lookup, the
+ layer selector for array textures, and the reference value for
+ texture comparisons."
+
+ -- Section 3.11.6.2 "TXP: Project coordinate and map to color"
+
+ Add to the end of the section:
+
+ "A program will fail to load if the TXP instruction is used in
+ conjunction with the SHADOWARRAY2D target."
+
+Additions to Chapter 4 of the OpenGL 2.0 Specification (Per-Fragment Operations)
+
+ -- Section 4.4.2.3 "Attaching Texture Images to a Framebuffer"
+
+ Add to the end of the section (spec changes identical to
+ EXT_texture_array):
+
+ "The command
+
+ void FramebufferTextureLayerEXT(enum target, enum attachment,
+ uint texture, int level, int layer);
+
+ operates identically to FramebufferTexture3DEXT, except that it
+ attaches a single layer of a three-dimensional texture or a one- or
+ two-dimensional array texture. is an integer indicating the
+ layer number, and is treated identically to the parameter in
+ FramebufferTexture3DEXT. The error INVALID_VALUE is generated if
+ is negative. The error INVALID_OPERATION is generated if
+ is non-zero and is not the name of a three dimensional
+ texture or one- or two-dimensional array texture. Unlike
+ FramebufferTexture3D, no parameter is accepted.
+
+ If is non-zero and the command does not result in an error,
+ the framebuffer attachment state corresponding to is
+ updated as in the other FramebufferTexture commands, except that
+ FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT is set to ."
+
+ -- Section 4.4.4.1 "Framebuffer Attachment Completeness"
+
+ Add to the end of the list of completeness rules (spec changes
+ identical to EXT_texture_array):
+
+ "* If FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT is TEXTURE and
+ FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT names a one- or
+ two-dimensional array texture, then
+ FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT must be smaller than the
+ number of layers in the texture."
+
+Additions to Chapter 5 of the OpenGL 2.0 Specification (Special Functions)
+
+ -- Section 5.4 "Display Lists"
+
+ Change the first paragraphi on page 242 to say (spec changes
+ identical to EXT_texture_array):
+
+ "TexImage3D, TexImage2D, TexImage1D, Histogram, and ColorTable are
+ executed immediately when called with the corresponding proxy arguments
+ PROXY_TEXTURE_3D or PROXY_TEXTURE_2D_ARRAY_EXT; PROXY_TEXTURE_2D,
+ PROXY_TEXTURE_CUBE_MAP, or PROXY_TEXTURE_1D_ARRAY_EXT;
+ PROXY_TEXTURE_1D; PROXY_HISTOGRAM; and PROXY_COLOR_TABLE,
+ PROXY_POST_CONVOLUTION_COLOR_TABLE, or
+ PROXY_POST_COLOR_MATRIX_COLOR_TABLE."
+
+Additions to Chapter 6 of the OpenGL 2.0 Specification (State and State Requests)
+
+ -- Section 6.1.3 "Enumerated Queries"
+
+ Add after the line beginning "If the value of
+ FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT is TEXTURE" (spec changes
+ identical to EXT_texture_array):
+
+ "If is FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT and the
+ texture object named FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT is a
+ three-dimensional texture or a one- or two-dimensional array texture,
+ then will contain the number of texture layer attached to the
+ attachment point. Otherwise, will contain the value zero."
+
+ -- Section 6.1.4 "Texture Queries"
+
+ Change the first three paragraphs (page 248) to say (spec changes
+ identical to EXT_texture_array):
+
+ "The command
+
+ void GetTexImage(enum tex, int lod, enum format,
+ enum type, void *img);
+
+ is used to obtain texture images. It is somewhat different from the
+ other get commands; tex is a symbolic value indicating which texture
+ (or texture face in the case of a cube map texture target name) is to
+ be obtained. TEXTURE_1D, TEXTURE_2D, TEXTURE_3D, TEXTURE_1D_ARRAY_EXT,
+ and TEXTURE_2D_ARRAY_EXT indicate a one-, two-, or three-dimensional
+ texture, or one- or two-dimensional array texture, respectively.
+ TEXTURE_CUBE_MAP_POSITIVE_X, ...
+
+ GetTexImage obtains... from the first image to the last for
+ three-dimensional textures. One- and two-dimensional array textures
+ are treated as two- and three-dimensional images, respectively, where
+ the layers are treated as rows or images. These groups are then...
+
+ For three-dimensional and two-dimensional array textures, pixel storage
+ operations are applied as if the image were two-dimensional, except
+ that the additional pixel storage state values PACK_IMAGE_HEIGHT and
+ PACK_SKIP_IMAGES are applied. ..."
+
+Additions to Appendix A of the OpenGL 2.0 Specification (Invariance)
+
+ None
+
+Additions to the AGL/GLX/WGL Specifications
+
+ None
+
+GLX Protocol
+
+ None
+
+Dependencies on ARB_fragment_program
+
+ If ARB_fragment_program is not supported, the changes to section 3.11
+ should be ignored.
+
+Dependencies on EXT_framebuffer_object
+
+ If EXT_framebuffer_object is not supported, the changes to section
+ 3.8.8 ("Manual Mipmap Generation"), 4.4.2.3, and 6.1.3 should be ignored.
+
+Dependencies on EXT_texture_compression_s3tc and NV_texture_compression_vtc
+
+ (Identical dependency as EXT_texture_array.)
+
+ S3TC texture compression is supported for two-dimensional array textures.
+ When is TEXTURE_2D_ARRAY_EXT, each layer is stored independently
+ as a compressed two-dimensional textures. When specifying or querying
+ compressed images using one of the S3TC formats, the images are provided
+ and/or returned as a series of two-dimensional textures stored
+ consecutively in memory, with the layer closest to zero specified first.
+ For array textures, images are not arranged in 4x4x4 or 4x4x2 blocks as in
+ the three-dimensional compression format provided in the
+ EXT_texture_compression_vtc extension. Pixel store parameters, including
+ those specific to three-dimensional images, are ignored when compressed
+ image data are provided or returned, as in the
+ EXT_texture_compression_s3tc extension.
+
+ S3TC compression is not supported for one-dimensional texture targets in
+ EXT_texture_compression_s3tc, and is not supported for one-dimensional
+ array textures in this extension. If compressed one-dimensional arrays
+ are needed, use a two-dimensional texture with a height of one.
+
+ This extension allows the use of the four S3TC internal format types in
+ TexImage3D, CompressedTexImage3D, and CompressedTexSubImage3D calls.
+
+Errors
+
+ None
+
+New State
+
+ (add to table 6.15, p. 276)
+
+ Initial
+ Get Value Type Get Command Value Description Sec. Attribute
+ ---------------------------- ----- ----------- ----- -------------------- ------ ---------
+ TEXTURE_BINDING_1D_ARRAY_EXT 2*xZ+ GetIntegerv 0 texture object bound 3.8.12 texture
+ to TEXTURE_1D_ARRAY
+ TEXTURE_BINDING_2D_ARRAY_EXT 2*xZ+ GetIntegerv 0 texture object bound 3.8.12 texture
+ to TEXTURE_2D_ARRAY
+
+
+New Implementation Dependent State
+
+ (add to Table 6.32, p. 293)
+
+ Minimum
+ Get Value Type Get Command Value Description Sec. Attribute
+ ---------------------------- ---- ----------- ------- ------------------ ----- ---------
+ MAX_TEXTURE_ARRAY_LAYERS_EXT Z+ GetIntegerv 64 maximum number of 3.8.1 -
+ layers for texture
+ arrays
+
+Issues
+
+ (1) Is "texture stack" a good name for this functionality?
+
+ NO. The name is changed to "array texture" to match the
+ nomenclature used by GL_EXT_texture_array.
+
+ (2) Should the R texture coordinate be treated as normalized or
+ un-normalized? If it were un-normalized, floor(R) could be thought
+ of as a direct index into the array texture. This may be more
+ convenient for applications.
+
+ RESOLVED. All texture coordinates are normalized. The issue of
+ un-normalized texture coordinates has been discussed in the ARB
+ before and should be left for a layered extension.
+
+ RE-RESOLVED. The R coordinate is un-normalized. Accessing an array
+ using [0, layers-1] coordinates is much more natural.
+
+ (3) How does LOD selection work for stacked textures?
+
+ RESOLVED. For 2D array textures the R coordinate is ignored, and
+ the LOD selection equations for 2D textures are used. For 1D
+ array textures the T coordinate is ignored, and the LOD selection
+ equations for 1D textures are used. The expected usage is in a
+ fragment program with an explicit LOD selection.
+
+ (4) What is the maximum size of a 2D array texture? Is it the same
+ as for a 3D texture, or should a new query be added? How about for 1D
+ array textures?
+
+ RESOLVED. A new query is added.
+
+ (5) How are array textures exposed in GLSL?
+
+ RESOLVED. Use GL_EXT_texture_array.
+
+ (6) Should a 1D array texture also be exposed?
+
+ RESOLVED. For orthogonality, yes.
+
+ (7) How are stacked textures attached to framebuffer objects?
+
+ RESOLVED. Layers of both one- and two-dimensional array textures
+ are attached using FreambufferTextureLayerEXT. Once attached, the
+ array texture layer behaves exactly as either a one- or
+ two-dimensional texture.
+
+ (8) How is this extension related to GL_EXT_texture_array?
+
+ This extension adapats GL_MESAX_texture_stack to the notation,
+ indexing, and FBO access of GL_EXT_texture_array. This extension
+ replaces the GLSL support of GL_EXT_texture_array with
+ GL_ARB_fragment_program support.
+
+ Assembly program support is also provided by GL_NV_gpu_program4.
+ GL_NV_gpu_program4 also adds support for other features that are
+ specific to Nvidia hardware, while this extension adds only support
+ for array textures.
+
+ Much of text of this extension that has changed since
+ GL_MESAX_texture_stack comes directly from either
+ GL_EXT_texture_array or GL_NV_gpu_program4.
+
+Revision History
+
+ ||2005/11/15||0.1||idr||Initial draft MESAX version.||
+ ||2005/12/07||0.2||idr||Added framebuffer object interactions.||
+ ||2005/12/12||0.3||idr||Updated fragment program interactions.||
+ ||2007/05/16||0.4||idr||Converted to MESA_texture_array. Brought in line with EXT_texture_array and NV_gpu_program4.||
--
cgit v1.2.3
From 80a579871904a05226bceeca6cf8725f58ed358e Mon Sep 17 00:00:00 2001
From: Brian
Date: Sat, 19 May 2007 08:29:04 -0600
Subject: added GL_EXT_texture_from_pixmap
---
docs/relnotes-7.1.html | 1 +
1 file changed, 1 insertion(+)
(limited to 'docs')
diff --git a/docs/relnotes-7.1.html b/docs/relnotes-7.1.html
index 974b3096ea..b684447e70 100644
--- a/docs/relnotes-7.1.html
+++ b/docs/relnotes-7.1.html
@@ -23,6 +23,7 @@ TBD
New features
+
GL_EXT_texture_from_pixmap extension for Xlib driver
Remove the MEMCPY() and _mesa_memcpy() wrappers and just use memcpy().
+Probably do the same for malloc, calloc, etc.
+The wrappers were useful in the past for memory debugging but now we
+have valgrind. Not worried about SunOS 4 support anymore either...
Switch to freeglut
Fix linux-glide target/driver.
Improved lambda and derivative calculation for frag progs.
--
cgit v1.2.3
From 02dd2221b648f7ce03dca47965764c71ccfba4b1 Mon Sep 17 00:00:00 2001
From: Brian
Date: Thu, 28 Jun 2007 16:44:24 -0600
Subject: bring over 7.0 doc changes
---
docs/download.html | 6 +-----
docs/intro.html | 2 +-
docs/news.html | 2 +-
docs/relnotes-7.0.html | 19 +++++++++++++++++--
4 files changed, 20 insertions(+), 9 deletions(-)
(limited to 'docs')
diff --git a/docs/download.html b/docs/download.html
index 1afe64ef96..90f566351e 100644
--- a/docs/download.html
+++ b/docs/download.html
@@ -9,11 +9,7 @@