added Read/DrawBuffer porting info
[mesa.git] / docs / RELNOTES-4.1
1
2 Mesa 4.1 release notes
3
4 <month>, <day>, 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
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
78
79 Device Driver Status
80 --------------------
81
82 A number of Mesa's software drivers haven't been actively maintained for
83 some time. We rely on volunteers to maintain many of these drivers.
84 Here's the current status of all included drivers:
85
86
87 Driver Status
88 ---------------------- ---------------------
89 XMesa (Xlib) implements OpenGL 1.3
90 OSMesa (off-screen) implements OpenGL 1.3
91 FX (3dfx Voodoo1/2) implements OpenGL 1.3
92 SVGA implements OpenGL 1.3
93 Wind River UGL implements OpenGL 1.3
94 Windows/Win32 implements OpenGL 1.3
95 DOS/DJGPP implements OpenGL 1.3
96 GGI implements OpenGL 1.3
97 BeOS needs updating (underway)
98 Allegro needs updating
99 D3D needs updating
100 DOS needs updating
101
102
103
104 Porting Information
105 -------------------
106
107 When moving from Mesa 4.0.x to Mesa 4.1 there are a number of things
108 you may have to update.
109
110 1. _mesa_create_context() changes. This function now takes a pointer to
111 a __GLimports object. The __GLimports structure contains function
112 pointers to system functions like fprintf(), malloc(), etc.
113 The _mesa_init_default_imports() function can be used to initialize
114 a __GLimports object. Most device drivers (like the DRI drivers)
115 should use this.
116
117 2. more to come...
118
119
120
121 XXX Things To Do Yet XXXX
122 -------------------------
123
124 Verify x86 code for normal transformation works with new 4-element normal
125 vector arrays. Pretty sure the SSE code is wrong.
126
127 Finish up NV_vertex_program support for evaluators. Vertex arrays seem
128 to work as of 4/21/2002.
129
130 Allow multiple points to be rendered into one sw_span.
131
132 improve point/line rendering speed.
133
134 _tnl_end() has flushing forced on.
135
136 readpixels from stencil/z should respect ctx->ReadBuffer
137
138 glVertexAttrib*NV(index>15) should cause an error.
139
140 isosurf with vertex program exhibits some missing triangles (probably
141 when recycling the vertex buffer for long prims).
142
143
144
145 Porting Info
146 ------------
147
148 If you're porting a DRI or other driver from Mesa 4.0.x to Mesa 4.1 here
149 are some things to change:
150
151 1. ctx->Texture._ReallyEnabled is obsolete.
152
153 Since there are now 5 texture targets (1D, 2D, 3D, cube and rect) that
154 left room for only 6 units (6*5 < 32) in this field.
155 This field is being replaced by ctx->Texture._EnabledUnits which has one
156 bit per texture unit. If the bit k of _EnabledUnits is set, that means
157 ctx->Texture.Unit[k]._ReallyEnabled is non-zero. You'll have to look at
158 ctx->Texture.Unit[k]._ReallyEnabled to learn if the 1D, 2D, 3D, cube or
159 rect texture is enabled for unit k.
160
161 This also means that the constants TEXTURE1_*, TEXTURE2_*, etc are
162 obsolete.
163
164 The tokens TEXTURE0_* have been replaced as well (since there's no
165 significance to the "0" part:
166
167 old token new token
168 TEXTURE0_1D TEXTURE_1D_BIT
169 TEXTURE0_2D TEXTURE_2D_BIT
170 TEXTURE0_3D TEXTURE_3D_BIT
171 TEXTURE0_CUBE TEXTURE_CUBE_BIT
172 <none> TEXTURE_RECT_BIT
173
174 These tokens are only used for the ctx->Texture.Unit[i].Enabled and
175 ctx->Texture.Unit[i]._ReallyEnabled fields. Exactly 0 or 1 bits will
176 be set in _ReallyEnabled at any time!
177
178 Q: "What's the purpose of Unit[i].Enabled vs Unit[i]._ReallyEnabled?"
179 A: The user can enable GL_TEXTURE_1D, GL_TEXTURE_2D, etc for any
180 texure unit all at once (an unusual thing to do).
181 OpenGL defines priorities that basically say GL_TEXTURE_2D has
182 higher priority than GL_TEXTURE_1D, etc. Also, just because a
183 texture target is enabled by the user doesn't mean we'll actually
184 use that texture! If a texture object is incomplete (missing mip-
185 map levels, etc) it's as if texturing is disabled for that target.
186 The _ReallyEnabled field will have a bit set ONLY if the texture
187 target is enabled and complete. This spares the driver writer from
188 examining a _lot_ of GL state to determine which texture target is
189 to be used.
190
191
192 2. Tnl tokens changes
193
194 During the implementation of GL_NV_vertex_program some of the vertex
195 buffer code was changed. Specifically, the VERT_* bits defined in
196 tnl/t_context.h have been renamed to better match the conventions of
197 GL_NV_vertex_program. The old names are still present but obsolete.
198 Drivers should use the newer names.
199
200 For example: VERT_RGBA is now VERT_BIT_COLOR0 and
201 VERT_SPEC_RGB is now VERT_BIT_COLOR1.
202
203
204
205 3. Read/Draw Buffer changes
206
207 The business of setting the current read/draw buffers in Mesa 4.0.x
208 was complicated. It's much simpler now in Mesa 4.1.
209
210 Here are the changes:
211
212 - Rename ctx->Color.DrawDestMask to ctx->Color._DrawDestMask
213 - Rename ctx->Color.DriverDrawBuffer to ctx->Color._DriverDrawBuffer
214 - Rename ctx->Pixel.DriverReadBuffer to ctx->Pixel._DriverReadBuffer
215 - Removed ctx->Color.MultiDrawBuffer
216 - Removed ctx->Driver.SetDrawBuffer
217 - Added ctx->Driver.DrawBuffer and ctx->Driver.ReadBuffer. These functions
218 exactly correspond to glDrawBuffer and glReadBuffer calls.
219 Many drivers will set ctx->Driver.DrawBuffer = _swrast_DrawBuffer and
220 leave ctx->Draw.ReadBuffer NULL.
221 DRI drivers should implement their own function for ctx->Driver.DrawBuffer
222 and use it to set the current hardware drawing buffer. You'll probably
223 also want to check for GL_FRONT_AND_BACK mode and fall back to software.
224 Call _swrast_DrawBuffer() too, to update the swrast state.
225 - Removed swrast->Driver.SetReadBuffer
226 - Added swrast->Driver.SetBuffer. This function should be implemented by
227 _all_ device drivers. Mesa will call it to specify the buffer to use
228 for span reading AND writing and point/line/triangle rendering. There
229 should be no confusion between current read or draw buffer anymore.
230
231
232
233
234 ----------------------------------------------------------------------
235 $Id: RELNOTES-4.1,v 1.13 2002/07/09 01:28:03 brianp Exp $