We need to work on what the REAL API is going to be.  As mentioned,
some things, like enables, are really inefficient.  What I can do on
Monday is make up a preliminary register set, and we can tweak the
model to that that.

Thank you for helping us on this!


On Sun, 30 Jan 2005 10:01:48 +0100, Nicolas Capens <[EMAIL PROTECTED]> wrote:
> That looks great Nicolai!
> 
> Are we any step closer to an API with this? I'd really love to work on the
> OpenGL interface after my exams. Should every OpenGL state change just
> translate to a bunch of register writes? How will textures and vertex data
> be managed, in the software model?
> 
> Of course we want to keep the software model's interface much like the
> interface between the real driver and the real hardware, but we desperately
> need to get some simple OpenGL applications working. We'll bump into
> hundreds or thousands of 'unexpected' issues and the sooner we can start
> working on them the less time we waste on a buggy hardware implementation.
> Writing low-level tests is rather pointless because we'll only start seeing
> the problems in complex applications.
> 
> Code a little, test a little... but we got to catch up and TEST A LOT.
> 
> Kind regards,
> 
> Nicolas
> 
> 
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Nicolai Haehnle
> Sent: zondag 30 januari 2005 0:21
> To: [email protected]
> Subject: [Open-graphics] Simulator program
> 
> Hi everybody,
> 
> I'm sure you all want to see more live action in this project. I know I do -
> 
> which is why I decided to take the existing software model for a little
> ride. There isn't anything new in the actual software model except for a
> small fix [1] but there is some news in how it's used:
> 
> The main component is a graphical simulator program that displays both a
> list of "hardware" registers and an actual view into video memory. It also
> listens on a Unix domain socket. This allows the other components, simple
> client programs, to send commands to the simulated "hardware". You will be
> able to see the result of those commands in the simulating program.
> 
> See it in action:
> http://homepages.uni-paderborn.de/prefect/ogsim/ogsim-screen1.png
> 
> What does this mean for the development?
> 1. We can get a better idea of the actual register interface.
> 2. We have a slightly better simulation of what control flow will be like
> (command streams, uploading textures via DMA, etc.).
> 3. We can create and test actual animations.
> 
> So you want to try it yourself? Get it at
> http://homepages.uni-paderborn.de/prefect/ogsim/ogsim-050129.tar.bz2
> 
> Some notes:
> 1. I abused this project as an excuse to teach myself about KDevelop and KDE
> 
> development. This means that the sources are a bit heavier than they'd have
> to be and you need to have KDE development headers etc. installed
> (including moc and uic).
> 2. The software model itself is basically unmodified except for integration
> parts in src/render.inc.
> 3. When creating the "hardware" registers, I simply went for a 1:1 mapping
> of variables to registers, so many of the registers are *extremely*
> inefficient (like all those _ENABLE registers). However, I assume the
> actual final register layout will depend a lot on the actual hardware, so I
> leave this to Timothy.
> 4. Textures should work, but there's no way to upload them and I haven't
> tried render to texture yet. Shared memory support for the IPC connection
> has a high priority on my todo list.
> 5. Some tricks are in the README - there's probably more, but I forgot.
> 
> My plans are (roughly in that order)
> - get shared memory and textures to work
> - write a client that uses a more OpenGL-ish coordinate convention etc.
> - write more tests
> 
> cu,
> Nicolai
> 
> [1] ComputeColor/AlphaBlendFactors need a bitwise & in the switch()
> expression.
> 
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