From: Karl Schultz Date: Mon, 15 Oct 2001 20:38:12 +0000 (+0000) Subject: Updated for Mesa 4.0 X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=b5bfe2f6ae4b06cb566bbeb46f83b1e7f863e308;p=mesa.git Updated for Mesa 4.0 --- diff --git a/docs/README.WIN32 b/docs/README.WIN32 index 65e4fc2b6c9..2d59d1fc967 100644 --- a/docs/README.WIN32 +++ b/docs/README.WIN32 @@ -1,623 +1,91 @@ - - Mesa/Readme.win32 - - Last Updated: Sunday, September 19th, 1999 - tjump@tertius.com - -*** What's New - -- Updated for Mesa 3.1beta3/CVS. Debug and Release command-line builds of - Mesa, fxMesa, GLU, GLUT and all sample programs DLL-based. Manual - executions tests with minimum requisite results (aka: things looked like - I expected them to). - - What did you expect, complete regression testing maybe? - -- NASM build support. Any file in the project coded as a .S file will - automatically be recognized and built as a NASM-source assember file. - - To enable building using NASM, set the environment variable NASM to - indicate that command to execute to run nasm on a file. If NASM is in - your command search path then all this needs be set to is 'nasmw' - - otherwise you will need to include the complete drive and directory path. - - NASM may be retrieved here: http://www.web-sites.co.uk/nasm/ - -- DevStudio projects suspended for compatability reasons: projects modified - by DevStudio 6 are not compatible with DevStudio 5. - - These will slowly be rebuilt and put into CVS as I can. - -- Build environment change: The Glide SDK is no longer assumed to be in - the global INCLUDE/LIB environment vars, it is required that you set the - value 'GLIDE2X' as either an environment variable pointing to your Glide - SDK install directory or that you configure that as a build option to - nmake.exe when building fxmesagl32. Examples: - - nmake /f nmake.mak GLIDE2X=g:\sdk\glide2x fxmesagl32 - - - - nmake /f nmake.mak GLIDE2X=g:\sdk\glide2x allfx - - - - nmake /f nmake.mak GLIDE2X=g:\sdk\glide2x progs.3dfx.demos - - The DevStudio workspace files for 3Dfx OpenGL require the definition of - GLIDE2SDK as an environment variable pointing to where your copy of the - Glide SDK has been installed. Adding this to your AUTOEXEC.BAT would do - so (change the directories to match): - - SET GLIDE2SDK=G:\SDK\GLIDE2X - -*** Legalese - -These build files are provided as-is and are submitted to be included with -the "Mesa 3-D Graphics Library" package as (currently) maintained by Brian -Paul. These project build files are free software; you can redistribute it -and/or modify it under the terms of the GNU Library General Public License -as published by the Free Software Foundation; either version 2 of the -License, or (at your option) any later version. - -These project files are distributed in the hope that they will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library -General Public License for more details. - -You should have received a copy of the GNU Library General Public License -along with this library; if not, write to the Free Software Foundation, -Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - -*** Maintenance Responsiblity and Technical Support - -While these files are now part of the Mesa core distribution please do NOT -contact Mr. Paul for help with them if you encounter problems as he can't -help you (currently). I will, however, attempt my straightforward best in -assisting anyone with using these files on their system. I can NOT -guarantee instant responses owing to other responsiblities, but I do try -dang hard to answer any mail w/in 24 hours. I may be contacted at the -above email address for the forseeable future. - --Ted -mailto://tjump@tertius.com -http://www.tertius.com/tjump - -*** General Information - -These build files facilitate convenient building of many variants of Mesa, -both as static link libraries (including mesaglu) and as dynamic link -libraries that in some cases may be used as "drop-in" replacements for -OpenGL32.DLL on both Windows95 and Windows NT. - -The construction of the Win32 command-line build files and projects has -been something of a pet project of mine, and is based upon my own -"standard" Win32 build environment as supplied by the "nmake.mif" file. -They have been tested under Windows95 OSR2, Windows NT 4.0SP3, and Windows -NT 5.0 beta 1. The libraries that they generated have been tested (via the -demo programs) in a *limited* fashion on the above three systems, including -the 3Dfx versions. - -The reason I went with command-line build environment instead of the more -convenient IDE-based project files is for two reasons: 1. These appear to -have some amount of portability between versions (the nmake syntax hasn't -changed much since Microsoft C 7.0) while the IDE project files seem to -change drastically each version. and 2. These are readable with any ascii -editor and such are better self-documentation of the file relationships for -more people such that it will facilitate supporting other Win32 compilers. - -While these files only deal with building for x86 targeted code it *should* -be possible to add the necessary logic to them to build for the other MSVC -supported CPU targets, I simply have no hardware to test them on nor the -alternative compilers to build with. - -*** Prerequisites for use - -1. You must have a 32-bit Microsoft compiler installed. I have tested -this with Visual C 5.0 (SP3) and Visual C 4.2, but with minor -(possibly no) modification to the nmake.mak and nmake.mif files this -sequence should work on Visual C 2.0 also. The workspace files -(mesalib.dsw and mesademos-*.dsw) and their included project files -(*.dsp) are specific to the DevStudio IDE - I have made no attempt at -building a VC4 IDE project set as I do not use that any more. Note -that the VC workspace files NO LONGER use NORE are dependant upon the -nmake.mak and nmake.mif files for construction of definition (*.DEF) -and resource (*.RC) files. - -*** Visual C 4.x Users Warning **** - -Note that early editions of VC4 do NOT have header files current enough -for use building this code base. If you are using VC4 you will either need -to get an update to version 4.2 *or* you may download the Platform SDK -directly from Microsoft's web site (www.microsoft.com) and update your -build environment that way. - -*** Visual C 4.x Users Warning **** - -2. You must have the PATH, INCLUDE, and LIB environment variables set -properly. With VC5 you can easily get this by executing the VCVARS32.BAT -file that was created for you upon installation. It is found in the -DevStudio\VC\BIN directory, wherever you installed DevStudio. VC4 provides -a similar batch file in it's BIN directory also. - -3. (optional) If you're going to build for 3Dfx/Voodoo you will need to -have previously installed the Glide SDK version 2.3 or later, if I -recall. This may be retrieved from www.3dfx.com for no money and some -download time. ;-) These build files assume that you have the Glide SDK -added to the respective environment variables (LIB and INCLUDE). - -4. (optional) If you're going to build for S3/Virge you will need the S3 -Developers Toolkit which may be downloaded from www.s3.com for the price of -registering on-line and some time. NOTE: I can build the s3mesa.dll file to -completion, however the compilation of s3mesa.c currently generates a large -amount of compiler warnings and between that and the fact that I can not at -all test it I can make no claims to it's ability to execute. Again, like -the 3Dfx version before this, these build files assume you have the S3Dtk H -and LIB files in the path of their respective environment variables. -Note 2: As of Mesa3.0beta6 I have build files, both command-line and IDE, -which should be able to build the s3mesa code base if it weren't for updates -being required in the S3 DD code support (Mesa-3.0/src/s3 directory). - -I advise putting any include and lib files for secondary toolkits (Glide, -S3Tk, whatever) in their respective environment variables *before* the -Microsoft-assigned default values. - -*** FAQ: Frequenty Asked Questions and Other Important Information *** - -- When running the 3Dfx demos under Windows NT, they crash on exit, what's - up? - - This is apparently a problem in Glide itself. The workaround is to go to - your C:\WINNT\SYSTEM32 directory and rename the file FXOEM2X.DLL to - FXOEM2X.DL_ to prevent Glide from loading and initializing it upon - startup. This is known to be an issue with cards that do not have "TV - out" and is known to cause crashes on Diamond Monster II 8M and 3Dfx - Reference boards, all using 3Dfx Reference Drivers version 2.53. Other - hardware/driver combinations will also likely exhibit this behavior. - -- I'm having a problem building Mesa for static library linking. - - This was caused by some incomplete testing on my part, and a fix is now - available in the form of an add-on to the base Mesa 3.0 release. The - file to get is: - - via FTP download from: iris.ssec.wisc.edu - you want to go here: /pub/Mesa/patches_to_3.0/ - you want to get file: Mesa-3.0-w32-static-fixes.tar.gz - - This required a minor addition to INCLUDE/GL for a clean solution, the - file "include/gl/mesa_wgl.h" is automatically included by - "include/gl/gl.h" when a Win32 non-DLL build is in progress to provide - prototypes for the various wgl functions. - - The only remaining hitch in this setup is that the 3Dfx build is not yet - running as a static build, because of problems with conflicts in - existance of the various GDI functions like ChoosePixelFormat, - etc. *sigh* - - Anyway, the "allstatic" target now works as expected and builds all - book/sample/demos programs to boot. ;^) - -- How do I get fxMesa to render in a window on the desktop instead of only - full-screen? - - Use the Microsoft Windows fxMesa-in-a-window hack! - - Seriously, if you want fxMesaGL to render using the 3Dfx Voodoo1 or - Voodoo2 hardware into a window on the desktop then all you need to do is - set the MESA_WGL_FX environment variable to anything other than - "fullscreen" and it will render into a window. If you wish to go - fullscreen then you only need to NOT have the environment variable, or - have it set to "fullscreen". You may also switch at runtime between - fullscreen-mode and windowed by pressing ALT-ENTER on the keyboard - (unless the application using Mesa does something with those keystrokes, - of course). - - As of 8/13/98 this should be running a LOT better for more people as a - low-compatability item was cleaned up which prevented it from working on - many (most?) display drivers under Windows 9x. - -- I have my 3Dfx card hooked to it's own monitor and I want the output to - stay on even if I switch to another program, is this possible? - - If the Glide environment variable SST_DUALHEAD is set to '1' then fxMesa - will never disable the Voodoo output on a Voodoo1 or Voodoo2 display - regardless of whether the fxMesa application is "current" or not. This - works regardless of whether it's rendering using the window hack - mentioned above or not. - -- I want to run the Mesa demos on my Intel740 card using it's own OpenGL - acceleration, how do I do this? - - Build GLUT standalone for use with system OpenGL and GLU drivers! - - The Command-line project supports building all test/demo programs against - these drivers also! This allows you full use of GLUT on Windows using - hardware accelerated OpenGL. Wheee! This includes the "3dfx/demos" - directory of which only two programs will not run on "standard" - opengl. Note that there are a few of the sample programs which will NOT - work without Mesa as they directly call into Mesa instead of using the - extension mechanism. - -*** Included programs that exhibit unfortunate or bad behavior - -- demos/bounce - doesn't run on high-colors screens? It's requesting an - INDEX display from GLUT and that fails on my true-color desktop. Changing - this to _RGB let's the program work, but it doesn't display - properly. This is probably just an idiosyncracy of my machine though, as - if I test the program using GLUT for System OpenGL on my Intel740 OpenGL - accelerated machine it's just hunky-dory. - -- demos/glutfx - runs, but crashes on exit (but not on my Intel740 machine) - -- demos/texobj - runs, but crashes on exit if ESC is pressed. Exits cleanly - if the Close box on the window frame is pressed with the mouse. Go figure. - -- book/aaindex - doesn't run, can't get pixel format, because it wants an - INDEX display maybe (but is okay on my Intel740 machine)? - -- most of the book/* demos don't respond to ESC being pressed. - -- 3dfx/demos/* - all demos run, however they all crash on exit. I've traced - this so far as to determine the call it's happening with. The crash comes - from within Glide during the processing of the grGlideShutdown() call, as - in invalid memory reference exception. I'm wondering if this is because - of some state or processing not being completed before the call. Dunno, - but putting grSstIdle() in just before grGlideShutdown() does NOT fix the - problem. - -- 3dfx/demos/tunnel2 - does not run on my system even with SLI mode - disabled. Hmmmm, maybe I need to disconnect my Voodoo2 cards? - -*** Important Notes and Changing Default values - -- The optimizer settings have been manually reworked in both command line - and DevStudio IDE files to hopefully prevent possible irrational code on - the part of the code generator. Formerly, it was configured for "/Ox", - now it is configured for safer handling at a slight potential performance - cost. This may not be required for Visual Studio 6 but I can't test that - (yet). - -- These files build with the code targeted for Pentium processors and - 8-byte structure padding. - -- The IDE-built programs seem to be "happier" in that the command line - build of the 3Dfx demo "fire" will grenade on exit (?). Otherwise pretty - much everything may be built with either interface. - -- The currently configured Mesa version is 3.1, and MesaDemos version is - the same. To change this permanently you will need to edit NMAKE.MAK and - change the lines that look like this (they start o/a line 116): - - # Currently, Mesa is at rev 3.1 ... - # - !IF "$(MESAVER)" == "" - MESAVER=3.1 - !ENDIF - - # used in building all of the resource files for the Mesa DLLs - # - !IF "$(MESAFILEVER)" == "" - MESAFILEVER=3,1,0,0 - !ENDIF - -- Currently the build files are configured to be used from a Win32 - directory that is included inside the main Mesa-3.1 heirarchy. - -- The build files are smart enough to find the files for the core lib, glu, - glut, and the various demo programs if they are unpacked in the current - Mesa-3.1 heirarchy, like this: - - \Mesa-3.1 - \Mesa-3.1\src - \Mesa-3.1\src-glu - \Mesa-3.1\src-glut - \Mesa-3.1\Win32 - \Mesa-3.1\samples - \Mesa-3.1\demos - \Mesa-3.1\book - \Mesa-3.1\3Dfx\demos - - ... should work. This arose because my initial build tests for the - demo files were done before MesaDemos 2.6 had been released. - -- With the exception of the static link libraries generated by this file - set (mesagl.lib, mesaglu.lib, mesaglut.lib) all DLLs and executables are - built against the "Multithreaded DLL" runtime - this means that they - require MSVCRT.DLL or MSVCRTD.DLL in the path to execute. - - ** CHANGED 8/11/98 *** - - Note also that the demos are all built aginst the "OpenGL32, GLU32, and - GLUT32" and as such they are fairly agnostic wrt: building against Mesa - for CPU-rendering, Mesa-for-3Dfx, Mesa-for-S3, or System OpenGL. - - If you want to build them for use on your system and your display card - provides full OpenGL acceleration (Permedia, Intel740, Intergraph, - whatever) then you only need to build GLUT prior to building any of the - demo programs. For convenience, the GLUT project is included in each of - the demo projects Workspace files for the DevStudio IDE builds BUT it is - not automatically built - you still need to build it first manually. - - Note that if you have GLUT already installed on your system (gl/glut.h in - yoru INCLUDE path, glut32.lib/glut32d.lib in your LIB path, and the DLL - in your PATH) then you do NOT need to build GLUT prior to the test - programs. - -- The 3Dfx build of Mesa has primarily been tested with Quake 2 and it runs - (mostly) fine on my PC (take that for what you want it)... - - ** CHANGED 8/11/98 *** - - There is still something going on that causes Glide to crash on shutdown, - when I run fxMesa under Windows NT, however it does not appear to occur - under Windows 9x on either Voodoo1 or Voodoo2 cards. *sigh* - -- I can not test the S3 build as I have no machines available with Virge - based display cards. - -- The multithreaded test code is *not* built as it requires pthreads and I - have as of yet spent not time trying to get that running. The latest word - that I saw WRT threading support on win32 was that they are intending to - support it natively within Win32 - so I'm waiting it out until they get - it done. - -- Similarly, the 'xdemos' are not currently built because I haven't gotten - around to building the client libs for native win32 and getting it all - setup for use. - -*** Output Files - -All final output files (DLL/LIB) are placed in the Mesa-3.1/lib directory, -with the exception of the fxMesaGL32 build which is placed in -Mesa-3./lib/FX and the executable images which are placed in their source -directories. - -To be able to execute the various test programs, you will need to copy the -requisite DLL files into the same directory as the EXE files. Note that -most of the 3Dfx/demos/* programs WILL run with the non-FX build of Mesa - -just very slowly. The two programs which are hard-linked with the FX build -and will not run without it are "glbpaltx" which uses "gl3DfxSetPaletteEXT" -directly instead of via the extensions mechanism and "tunnel2" which uses -"fxMesaSelectCurrentBoard" API for selecting between multiple 3Dfx cards -installed in one system. Likewise, "paltex" directly uses the -"glColorTableEXT" extension and thus may not run on anything except -Mesa. If these applications used the proper extension mechanism they could -then be used on more than "just" fxMesa to good effect (for example, the -rest of the "3Dfx/demos" run just peachy on the Intel740 card in my test -machine) under WinNT. - -Because I'm anal about my computer and it's organization, and I like to -prevent collision between builds, each of the subprojects has their own -intermediate file directory inside .\win32\release (for example, when -building mesagl.lib all of it's intermediate files will be found in -.\win32\release\lib.mesagl). This makes it very easy to cleanup as you -only need to remove .\win32\release. - -*** Okay, Enough, how do I build with this stuff already Ted! - -Okay, no major calamity here. The basic way to use the project file is to -call it via NMAKE from the command line. The format is: - - nmake[.exe] /f nmake.mak [options] [target] - -The most likely [options] values you will use may be any combination of the -following: - - DEBUG=1 or DEBUG=0 - USE_CRTDLL=1 or USE_CRTDLL=0 - - Note that all three of these options are OFF by default. - -The [target] includes but is not limited to the following (for full details -please peruse the NMAKE.MAK and NMAKE.MIF files - but be warned that -NMAKE.MIF is rather large and sometimes hard to follow): - - --- convenience targets --- - - all - builds everything - libfiles - builds all linking library files - progs - builds all executable images - - --- library files, static and dynamic --- - - mesagl - static lib build of Mesa core. - mesaglu - static lib build of MesaGLU core. - mesaglut - static lib build of Mesa GLUT core. - - mesagl32 - dynamic lib build of Mesa core. - - mesaglu32 - dynamic lib build of GLU core, generates - GLU32.DLL and/or GLU32d.DLL. - - mesaglut32 - dynamic lib build of GLUT core, generates - GLUT32.DLL and/or GLUT32d.dll. - - --- hardware accelerated mesa builds --- - - fxmesagl32 - builds Mesa for use on top of the 3Dfx - Glide runtime libs - - s3mesagl32 - builds mesa for use on top of the S3 - 'S3Tk' runtime libs. - - --- executable images --- - - progs.book - builds all programs in \book directory - progs.demos - builds all programs in \demos directory - progs.samples - builds all programs in \samples directory - - These targets generate all of the programs in their respective - directories and link the executables against OpenGL32.DLL, - GLU32.DLL, and GLUT32.DLL (or their debug equivalents). - - progs.3dfx.demos - builds all programs in \3dfx\demos directory - - This target generates the 3Dfx/Demo executables, linking them - against GLUT32.DLL, GLU32.DLL, OPENGL32.DLL and are thus NOT - hard-bound to using Mesa per-se as you can simply NOT build the - Mesa core and GLU libraries. - - --- Microsoft/SGI OpenGL-based GLUT and Demo program builds ---- - - *** IMPORTANT SAFETY TIP: If you're going to build these variants of - GLUT then DO NOT build any other target libraries in this package - first, OR from the command line run the "nmake /f nmake.mak clean" - command first! This is because generation of the GLUT for SGI - OpenGL target libraries conflicts in naming with the static build - libraries of Mesa and it's supporting GLUT build. - - Currently, you may build GLUT as either GLUT32.DLL or GLUT.DLL for - use running against either Microsoft or SGI OpenGL for Window, - respectively. This allows for the general use of GLUT 3.7 on Windows - systems with fully compliant OpenGL. - - You can build the GLUT DLL files either with the command line by - issuing either of these commands: - - nmake /f nmake.mak glut.sysgl - - - - nmake /f nmake.mak glut.sgigl - - OR by using the DevStudio MesaLib Worksapce build the GLUT_SGIGL or - GLUT_SYSGL projects within the DevStudio IDE. - - Unfortunately, the only way to build the test programs against this - build of GLUT is via the command line, and I will NOT be making - duplicate demo program projects for the IDE as it's just not worth it, - sorry. - - To build the test programs against either MS or SGI OpenGL, you do so - via either of these two commands: - - nmake /f nmake.mak progs.sysgl - - - - nmake /f nmake.mak progs.sgigl - - To use the GLUT-for-system-OpenGL in your own programs, you need to do - three things by way of preparation, after building GLUT of course: - - 1. Copy include\gl\glut.h to somewhere in your %INCLUDE% path, one - likely candidate location would be in your - "DevStudio\VC\INCLUDE\GL" directory. - - 2. Copy the linking libraries to somewhere in your %LIB% path, one - likely candidate location would be in your "DevStudio\VC\LIB" - directory. The linking libraries you need to copy are as - follows: - - .\Release\GLUT32.LIB - .\Release\GLUT.LIB - .\Debug\GLUT32.LIB - .\Debug\GLUT.LIB - - 3. Copy the runtime libraries to somewhere in your %PATH%, one - likely candidate location would be in WINDOWS\SYSTEM. the files - that you should copy are as follows: - - .\Release\GLUT32.DLL - .\Release\GLUT32.PDB - .\Release\GLUT.DLL - .\Release\GLUT.PDB - .\Debug\GLUT32d.DLL - .\Debug\GLUT32d.PDB - .\Debug\GLUTd.DLL - .\Debug\GLUTd.PDB - -Some examples are in order ... - - ... build all dynamic-link libs using MSVCRT.DLL for C runtime: - - nmake /f nmake.mak USE_CRTDLL=1 alldynamic - - ... To build all library variants and all test and demonstration - programs with the default settings you do this: - - nmake /f nmake.mak all - - ... to build all static link libs and nothing else you do this: - - nmake /f nmake.mak allstatic - - ... to build all non-accelerated dynamic link libs you do this: - - nmake /f nmake.mak alldynamic - - ... to build all 3Dfx targeted dynamic link libs you do this: - - nmake /f nmake.mak allaccel - - ... to build all S3 Virge targetd dynamic link libs you do this: - - nmake /f nmake.mak alls3 - - ... to build all libraries, static and dynamic, in all versions - you do this: - - nmake /f nmake.mak libfiles - - ... to subsequently build all demo and test programs you do this: - - nmake /f nmake.mak progs - - ... to cleanup all intermediate files you do this: - - nmake /f clean - -You get the picture. (I hope) ;^) You may also specify specify -single targets in a convenient fashion. The rule is simple, any of the -above named lib files, static or dynamic, may be built by providing it's -name on the command line as the target. Examples: - - ... to build only Mesa as OpenGL32.DLL ... - - nmake /f nmake.mak opengl32 - - ... to build only Mesa on top of the 3Dfx Glide API ... - - nmake /f nmake.mak fxMesaGL32 - - nmake /f nmake.mak fxMesaGL - - ... to build only Mesa on top of the S3 Toolkit ... - - nmake /f nmake.mak s3MesaGL32 - - nmake /f nmake.mak s3mesaGL - -*** Revision history for ./win32 project files - -1/18/98 - initial cut submitted and included with core mesa -2/5/98 - fixed internal dependency within nmake.mif upon there being - a $(DEVDIR) variable to make some temporary batch files - dependant upon (thanks to Keven T. McDonnell for finding - that there was this particular bug). I also updated the - build files for 2.6beta6. -2/8/98 - added DevStudio workspace and project files for all lib - files and some test programs. Updated readme.win32. -6/25/98 - initial revision for Mesa 3.0, does not include IDE files, - not everything is running. *sigh* -7/20/98 - Mesa 3.0beta6 rev of all build files, all libs built and - minimally tested, all demo programs built and minimally - tested to within limits of my PC. ;^) Eveything looks - MUCH better now ... -7/30/98 - Minor updates/edits based upon feedback from - Eero Pajarre . These updates include a fix - to the Mesa-on-3Dfx build such that Quake-II now runs almost - properly on my system. It runs, just *very* slowly and with *no* - textures. Hmmm. Doesn't make any difference whether Quake is set - to use 8-bit textures or not. -8/13/98 - Lots of build cleanups, minor bug fixes in fxwgl.c, and - compatability fix in fxapi.c for in-window rendering using 3Dfx - hardware. -8/26/98 - Final revisions for Mesa 3 release checked -9/22/98 - Fixed static builds for all but fxMesaGL32 and s3MesaGL32 targets -9/29/98 - Reorganized FAQ information and added Added faq entry about Glide - bug under NT (crash on exit) and a workaround. -11/21/98 - Updated files for Mesa 3.1 beta 1 - Updated fxMesa window-hack code - Updated fxMesa resolution support to handle 1600x1200 & 1280x1024 -7/9/99 - Rev'd for Mesa 3.1 beta 2 \ No newline at end of file +File: docs/README.WIN32 + +Last updated: Oct 15, 2001 - Karl Schultz - kschultz@users.sourceforge.net + +Quick Start + +If you have Microsoft Visual C++ 6.0 installed, simply go to the top directory +of the Mesa distribution and type 'nmake -f Makefile.win NODEBUG=1' for +an optimized build. + +Details and Notes + +- Building Mesa as noted above should visit and build the following: + src MesaGL.dll, MesaGL.lib, osmesa.dll, osmesa.lib + si-glu MesaGLU.dll, MesaGLU.lib + src-glut glut32.dll, glut32.lib + demos a handful of demo executables. + +- After building, you can copy the above DLL files to a place in your PATH + or to the demos directory if you just want to give the demos a try. + The DLL and LIB files are copied to the ./lib directory. The makefile + creates this directory if it does not already exist. + +- The make targets 'clean' and 'clobber' will remove objects and libraries. + But the files in ./lib are never cleaned. + +- The make target 'install' will take its best shot at copying DLL files, + LIB files, and headers to the right places. I strongly suggest that + you examine the makefiles to make sure that 'install' doesn't do anything + that you can't live with. + +- The makefiles are designed to work with Microsoft's NMAKE, and do, + unfortunately, have some Microsoft-specific things in them. If you + would like to use gcc or some other build tools like the Cygnus tools, + then you will have to hack the makefiles to make them work with your + tools. I'm sorry about this; I wasn't motivated to make this any + different, but if you end up modifying the makefiles for your tools, + you can send me the changes and I can apply the changes to the + source tree. + +- There are no Microsoft Visual Studio project files. However, these + should be very easy to create. One can use the compiler and linker + options found in the makefiles to make quick progress in creating + projects. + +- 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 + the current makefiles are the linker import files associated with + the DLL files. If static LIB's are desired, it should not be too + difficult to modify the makefiles to generate them. + +- The si-glu sources are used to build the GLU libs. This was done + mainly to get the better tessellator code. However the C++ NURBS + code is not built. If you need NURBS, consider modifying the + makefiles to build the C++ code or try to build the older GLU + code in src-glu. + +- The osmesa driver builds and should work on Windows as well as + any other platform. + +- The Windows driver (in src/Windows) builds and runs at least at + a minimal level. I modified this driver to work with the new + Mesa 4.0 code and driver architecture, but I did not do a great + deal of optimization and testing. There are many opportunities + for optimization, many of which can be done by coding more specific + paths for the rasterizers. See src/osmesa/osmesa.c for some good + examples. + +- There is DirectDraw support in the Windows driver, but I do not + know if it compiles or works. If you have an application that + does not draw much in a frame, but needs a higher framerate, then + it may pay to turn on the DirectDraw code, since DD often performs + the off-screen to on-screen blit faster than GDI. + +- Some of the more specialized code like FX drivers, stereo, and + parallel support isn't compiled or tested. I left much of this + code alone, but it may need some work to get it 'turned on' again. + +- No assembly code is compiled or assembled. Again, this may need + some work to turn it back on or use it again. + +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