On Tue, Dec 10, 2013 at 1:41 AM, Christopher Corsi <cco...@g.clemson.edu> wrote: > Currently it can do rasterize with T&L, > texturing, bit-blits, and handle a subset of functionality needed for OpenGL > (scissor, blend modes, etc.). Shader support is planned.
AFAIK, Gallium3D requires support for vertex and fragment shaders. > Is there any documentation available to help, or if not, what would be the > most basic implementations to look at in the source? > Have a look in src/gallium/docs/, there's some documentation there. On Tue, Dec 10, 2013 at 1:41 AM, Christopher Corsi <cco...@g.clemson.edu> wrote: > Hi All, > > I'm currently working on a project for teaching driver development using > virtual machines. We have developed in QEMU a virtual graphics adapter > capable of a reasonable feature set. Note that because it's used in a > teaching course, it is not very high-performance, as it is designed to look > and act as close to a real device as possible (reasonable bit of overhead, > and internally uses OSMesa). Currently it can do rasterize with T&L, > texturing, bit-blits, and handle a subset of functionality needed for OpenGL > (scissor, blend modes, etc.). Shader support is planned. > > Currently we teach the course with the driver being written 100% from > scratch as a character special device and writing user-space libraries > manually. I'd like to move away from that, but I don't have any knowledge of > newer mesa internals (including writing gallium drivers). > > Is there any documentation available to help, or if not, what would be the > most basic implementations to look at in the source? > > Thanks, > Christopher > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > http://lists.freedesktop.org/mailman/listinfo/mesa-dev > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev