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1222 results
Show changes
Commits on Source (53)
Showing with 72 additions and 52 deletions
...@@ -202,7 +202,7 @@ define m-c-flags ...@@ -202,7 +202,7 @@ define m-c-flags
endef endef
define filter-c-flags define filter-c-flags
$(filter-out -std=gnu++17 -std=gnu99 -fno-rtti, \ $(filter-out -std=gnu++17 -std=gnu++14 -std=gnu99 -fno-rtti, \
$(patsubst -W%,, $1)) $(patsubst -W%,, $1))
endef endef
......
...@@ -42,5 +42,5 @@ Documentation ...@@ -42,5 +42,5 @@ Documentation
On `docs.mesa3d.org <https://docs.mesa3d.org/>`__, we currently only On `docs.mesa3d.org <https://docs.mesa3d.org/>`__, we currently only
publish the documentation from our main branch. But you can view the publish the documentation from our main branch. But you can view the
documentation for the Amber branch `here documentation for the Amber branch `here
<https://gitlab.freedesktop.org/mesa/mesa/-/tree/amber/docs>`_. <https://gitlab.freedesktop.org/mesa/mesa/-/tree/amber/docs>`__.
LAVA CI LAVA CI
======= =======
`LAVA <https://lavasoftware.org/>`_ is a system for functional testing `LAVA <https://lavasoftware.org/>`__ is a system for functional testing
of boards including deploying custom bootloaders and kernels. This is of boards including deploying custom bootloaders and kernels. This is
particularly relevant to testing Mesa because we often need to change particularly relevant to testing Mesa because we often need to change
kernels for UAPI changes (and this lets us do full testing of a new kernels for UAPI changes (and this lets us do full testing of a new
......
...@@ -3,7 +3,7 @@ Docker CI ...@@ -3,7 +3,7 @@ Docker CI
For LLVMpipe and Softpipe CI, we run tests in a container containing For LLVMpipe and Softpipe CI, we run tests in a container containing
VK-GL-CTS, on the shared GitLab runners provided by `freedesktop VK-GL-CTS, on the shared GitLab runners provided by `freedesktop
<http://freedesktop.org>`_ <https://freedesktop.org>`__
Software architecture Software architecture
--------------------- ---------------------
...@@ -53,7 +53,7 @@ step across multiple test runs. Since the images are large and change ...@@ -53,7 +53,7 @@ step across multiple test runs. Since the images are large and change
approximately weekly, the DUTs also need to be running some script to approximately weekly, the DUTs also need to be running some script to
prune stale Docker images periodically in order to not run out of disk prune stale Docker images periodically in order to not run out of disk
space as we rev those containers (perhaps `this script space as we rev those containers (perhaps `this script
<https://gitlab.com/gitlab-org/gitlab-runner/issues/2980#note_169233611>`_). <https://gitlab.com/gitlab-org/gitlab-runner/issues/2980#note_169233611>`__).
Note that Docker doesn't allow containers to be stored on NFS, and Note that Docker doesn't allow containers to be stored on NFS, and
doesn't allow multiple Docker daemons to interact with the same doesn't allow multiple Docker daemons to interact with the same
......
...@@ -191,7 +191,7 @@ Docker caching ...@@ -191,7 +191,7 @@ Docker caching
The CI system uses Docker images extensively to cache The CI system uses Docker images extensively to cache
infrequently-updated build content like the CTS. The `freedesktop.org infrequently-updated build content like the CTS. The `freedesktop.org
CI templates CI templates
<https://gitlab.freedesktop.org/freedesktop/ci-templates/>`_ help us <https://gitlab.freedesktop.org/freedesktop/ci-templates/>`__ help us
manage the building of the images to reduce how frequently rebuilds manage the building of the images to reduce how frequently rebuilds
happen, and trim down the images (stripping out manpages, cleaning the happen, and trim down the images (stripping out manpages, cleaning the
apt cache, and other such common pitfalls of building Docker images). apt cache, and other such common pitfalls of building Docker images).
...@@ -211,7 +211,7 @@ When developing a given change to your Docker image, you would have to ...@@ -211,7 +211,7 @@ When developing a given change to your Docker image, you would have to
bump the tag on each ``git commit --amend`` to your development bump the tag on each ``git commit --amend`` to your development
branch, which can get tedious. Instead, you can navigate to the branch, which can get tedious. Instead, you can navigate to the
`container registry `container registry
<https://gitlab.freedesktop.org/mesa/mesa/container_registry>`_ for <https://gitlab.freedesktop.org/mesa/mesa/container_registry>`__ for
your repository and delete the tag to force a rebuild. When your code your repository and delete the tag to force a rebuild. When your code
is eventually merged to main, a full image rebuild will occur again is eventually merged to main, a full image rebuild will occur again
(forks inherit images from the main repo, but MRs don't propagate (forks inherit images from the main repo, but MRs don't propagate
......
...@@ -3,10 +3,10 @@ Running traces on a local machine ...@@ -3,10 +3,10 @@ Running traces on a local machine
Prerequisites Prerequisites
------------- -------------
- Install `Apitrace <https://apitrace.github.io/>`_ - Install `Apitrace <https://apitrace.github.io/>`__
- Install `Renderdoc <https://renderdoc.org/>`_ (only needed for some traces) - Install `Renderdoc <https://renderdoc.org/>`__ (only needed for some traces)
- Download and compile `Piglit <https://gitlab.freedesktop.org/mesa/piglit>`_ and install his `dependencies <https://gitlab.freedesktop.org/mesa/piglit#2-setup>`_ - Download and compile `Piglit <https://gitlab.freedesktop.org/mesa/piglit>`__ and install his `dependencies <https://gitlab.freedesktop.org/mesa/piglit#2-setup>`__
- Download traces you want to replay from `traces-db <https://gitlab.freedesktop.org/gfx-ci/tracie/traces-db/>`_ - Download traces you want to replay from `traces-db <https://gitlab.freedesktop.org/gfx-ci/tracie/traces-db/>`__
Running single trace Running single trace
-------------------- --------------------
...@@ -16,7 +16,7 @@ A simple run to see the output of the trace can be done with ...@@ -16,7 +16,7 @@ A simple run to see the output of the trace can be done with
apitrace replay -w name_of_trace.trace apitrace replay -w name_of_trace.trace
For more information, look into the `Apitrace documentation <https://github.com/apitrace/apitrace/blob/master/docs/USAGE.markdown>`_. For more information, look into the `Apitrace documentation <https://github.com/apitrace/apitrace/blob/master/docs/USAGE.markdown>`__.
For comparing checksums use: For comparing checksums use:
......
SkQP SkQP
==== ====
`SkQP <https://skia.org/docs/dev/testing/skqp/>`_ stands for SKIA Quality `SkQP <https://skia.org/docs/dev/testing/skqp/>`__ stands for SKIA Quality
Program conformance tests. Basically, it has sets of rendering tests and unit Program conformance tests. Basically, it has sets of rendering tests and unit
tests to ensure that `SKIA <https://skia.org/>`_ is meeting its design specifications on a specific tests to ensure that `SKIA <https://skia.org/>`__ is meeting its design specifications on a specific
device. device.
The rendering tests have support for GL, GLES and Vulkan backends and test some The rendering tests have support for GL, GLES and Vulkan backends and test some
......
...@@ -36,7 +36,7 @@ Basic formatting guidelines ...@@ -36,7 +36,7 @@ Basic formatting guidelines
- Use comments wherever you think it would be helpful for other - Use comments wherever you think it would be helpful for other
developers. Several specific cases and style examples follow. Note developers. Several specific cases and style examples follow. Note
that we roughly follow `Doxygen <http://www.doxygen.nl>`__ that we roughly follow `Doxygen <https://www.doxygen.nl>`__
conventions. conventions.
Single-line comments: Single-line comments:
......
...@@ -277,3 +277,24 @@ logically. These extra levels pad out layers of 3D images to the size of the ...@@ -277,3 +277,24 @@ logically. These extra levels pad out layers of 3D images to the size of the
first layer, simplifying layout calculations for both software and hardware. first layer, simplifying layout calculations for both software and hardware.
Although the padding is logically unnecessary, it wastes little space compared Although the padding is logically unnecessary, it wastes little space compared
to the sizes of large mipmapped 3D textures. to the sizes of large mipmapped 3D textures.
drm-shim (Linux only)
---------------------
Mesa includes a library that mocks out the DRM UABI used by the Asahi driver
stack, allowing the Mesa driver to run on non-M1 Linux hardware. This can be
useful for exercising the compiler. To build, use options:
-Dgallium-drivers=asahi -Dtools=drm-shim
Then run an OpenGL workload with environment variable:
LD_PRELOAD=~/mesa/build/src/asahi/drm-shim/libasahi_noop_drm_shim.so
For example to compile a shader with shaderdb and print some statistics along
with the IR:
~/shader-db$ AGX_MESA_DEBUG=shaders,shaderdb ASAHI_MESA_DEBUG=precompile LIBGL_DRIVERS_PATH=~/lib/dri/ LD_PRELOAD=~/mesa/build/src/asahi/drm-shim/libasahi_noop_drm_shim.so ./run shaders/glmark/1-12.shader_test
The drm-shim implementation for Asahi is located in ``src/asahi/drm-shim``. The
drm-shim implementation there should be updated as new UABI is added.
...@@ -15,7 +15,7 @@ Here, the second instruction needs the output of the first group of scalar instr ...@@ -15,7 +15,7 @@ Here, the second instruction needs the output of the first group of scalar instr
So the current compiler instead, in the frontend, generates a directed-acyclic-graph of instructions and basic blocks, which go through various additional passes to eventually schedule and do register assignment. So the current compiler instead, in the frontend, generates a directed-acyclic-graph of instructions and basic blocks, which go through various additional passes to eventually schedule and do register assignment.
For additional documentation about the hardware, see wiki: `a3xx ISA For additional documentation about the hardware, see wiki: `a3xx ISA
<https://github.com/freedreno/freedreno/wiki/A3xx-shader-instruction-set-architecture>`_. <https://github.com/freedreno/freedreno/wiki/A3xx-shader-instruction-set-architecture>`__.
External Structure External Structure
------------------ ------------------
......
...@@ -252,6 +252,6 @@ Reference ...@@ -252,6 +252,6 @@ Reference
--------- ---------
Luc Verhaegen’s original Lima site: Luc Verhaegen’s original Lima site:
http://web.archive.org/web/20180106112822/http://limadriver.org/ https://web.archive.org/web/20180106112822/http://limadriver.org/
.. _Mesa issue: https://gitlab.freedesktop.org/mesa/mesa/issues?label_name%5B%5D=lima .. _Mesa issue: https://gitlab.freedesktop.org/mesa/mesa/issues?label_name%5B%5D=lima
...@@ -229,7 +229,7 @@ Recommended Reading ...@@ -229,7 +229,7 @@ Recommended Reading
- `Triangle Scan Conversion using 2D Homogeneous - `Triangle Scan Conversion using 2D Homogeneous
Coordinates <https://www.cs.unc.edu/~olano/papers/2dh-tri/>`__ Coordinates <https://www.cs.unc.edu/~olano/papers/2dh-tri/>`__
- `Rasterization on - `Rasterization on
Larrabee <http://www.drdobbs.com/parallel/rasterization-on-larrabee/217200602>`__ Larrabee <https://www.drdobbs.com/parallel/rasterization-on-larrabee/217200602>`__
(`DevMaster (`DevMaster
copy <http://devmaster.net/posts/2887/rasterization-on-larrabee>`__) copy <http://devmaster.net/posts/2887/rasterization-on-larrabee>`__)
- `Rasterization using half-space - `Rasterization using half-space
...@@ -242,13 +242,13 @@ Recommended Reading ...@@ -242,13 +242,13 @@ Recommended Reading
- Texture sampling - Texture sampling
- `Perspective Texture - `Perspective Texture
Mapping <http://chrishecker.com/Miscellaneous_Technical_Articles#Perspective_Texture_Mapping>`__ Mapping <https://chrishecker.com/Miscellaneous_Technical_Articles#Perspective_Texture_Mapping>`__
- `Texturing As In - `Texturing As In
Unreal <https://www.flipcode.com/archives/Texturing_As_In_Unreal.shtml>`__ Unreal <https://www.flipcode.com/archives/Texturing_As_In_Unreal.shtml>`__
- `Run-Time MIP-Map - `Run-Time MIP-Map
Filtering <http://www.gamasutra.com/view/feature/3301/runtime_mipmap_filtering.php>`__ Filtering <http://www.gamasutra.com/view/feature/3301/runtime_mipmap_filtering.php>`__
- `Will "brilinear" filtering - `Will "brilinear" filtering
persist? <http://alt.3dcenter.org/artikel/2003/10-26_a_english.php>`__ persist? <https://alt.3dcenter.org/artikel/2003/10-26_a_english.php>`__
- `Trilinear - `Trilinear
filtering <http://ixbtlabs.com/articles2/gffx/nv40-rx800-3.html>`__ filtering <http://ixbtlabs.com/articles2/gffx/nv40-rx800-3.html>`__
- `Texture - `Texture
...@@ -262,18 +262,18 @@ Recommended Reading ...@@ -262,18 +262,18 @@ Recommended Reading
- Optimization - Optimization
- `Optimizing Pixomatic For Modern x86 - `Optimizing Pixomatic For Modern x86
Processors <http://www.drdobbs.com/optimizing-pixomatic-for-modern-x86-proc/184405807>`__ Processors <https://www.drdobbs.com/optimizing-pixomatic-for-modern-x86-proc/184405807>`__
- `Intel 64 and IA-32 Architectures Optimization Reference - `Intel 64 and IA-32 Architectures Optimization Reference
Manual <http://www.intel.com/content/www/us/en/architecture-and-technology/64-ia-32-architectures-optimization-manual.html>`__ Manual <https://www.intel.com/content/www/us/en/architecture-and-technology/64-ia-32-architectures-optimization-manual.html>`__
- `Software optimization - `Software optimization
resources <http://www.agner.org/optimize/>`__ resources <https://www.agner.org/optimize/>`__
- `Intel Intrinsics - `Intel Intrinsics
Guide <https://software.intel.com/en-us/articles/intel-intrinsics-guide>`__ Guide <https://software.intel.com/en-us/articles/intel-intrinsics-guide>`__
- LLVM - LLVM
- `LLVM Language Reference - `LLVM Language Reference
Manual <http://llvm.org/docs/LangRef.html>`__ Manual <https://llvm.org/docs/LangRef.html>`__
- `The secret of LLVM C - `The secret of LLVM C
bindings <https://npcontemplation.blogspot.co.uk/2008/06/secret-of-llvm-c-bindings.html>`__ bindings <https://npcontemplation.blogspot.co.uk/2008/06/secret-of-llvm-c-bindings.html>`__
......
...@@ -14,10 +14,10 @@ Hardware Documentation ...@@ -14,10 +14,10 @@ Hardware Documentation
You can find a list of documentation for the various generations of You can find a list of documentation for the various generations of
AMD hardware on the `X.Org wiki AMD hardware on the `X.Org wiki
<https://www.x.org/wiki/RadeonFeature/#documentation>`_. <https://www.x.org/wiki/RadeonFeature/#documentation>`__.
ACO ACO
--- ---
ACO is the shader-compiler used in RADV. You read its documentation ACO is the shader-compiler used in RADV. You read its documentation
`here <https://gitlab.freedesktop.org/mesa/mesa/-/blob/main/src/amd/compiler/README.md>`_. `here <https://gitlab.freedesktop.org/mesa/mesa/-/blob/main/src/amd/compiler/README.md>`__.
...@@ -14,16 +14,14 @@ Features ...@@ -14,16 +14,14 @@ Features
The feature-level of Zink depends on two things; what's implemented in Zink, The feature-level of Zink depends on two things; what's implemented in Zink,
as well as the capabilities of the Vulkan driver. as well as the capabilities of the Vulkan driver.
The feature-levels implemented by Zink are exposed by The feature-levels implemented by Zink are exposed by `Vulkan Profiles
`Vulkan Profiles<https://dev.vulkan.org/tools#vulkan-profiles>` in the <https://dev.vulkan.org/tools#vulkan-profiles>`__ in the
`VP_ZINK_requirements.json<src/gallium/drivers/zink/VP_ZINK_requirements.json>` :file:`VP_ZINK_requirements.json` profiles file.
profiles file.
Used with the `Vulkan Profiles tools<https://github.com/KhronosGroup/Vulkan-Profiles>`, Used with the `Vulkan Profiles tools <https://github.com/KhronosGroup/Vulkan-Profiles>`__,
we can compare the ZINK profiles with Vulkan devices profiles generated with we can compare the ZINK profiles with Vulkan devices profiles generated with
`Vulkaninfo<https://vulkan.lunarg.com/doc/view/latest/windows/vulkaninfo.html>` `Vulkaninfo <https://vulkan.lunarg.com/doc/view/latest/windows/vulkaninfo.html>`__
or downloaded from or `downloaded from GPUinfo.org`_
`GPUinfo.org<https://www.saschawillems.de/blog/2022/03/12/vulkan-profiles-support-for-the-vulkan-hardware-capability-viewer-and-database/>`
to establish the feature-levels supported by these drivers. to establish the feature-levels supported by these drivers.
OpenGL 2.1 OpenGL 2.1
...@@ -292,7 +290,7 @@ Vulkan Validation Layers ...@@ -292,7 +290,7 @@ Vulkan Validation Layers
^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^
Another useful tool for debugging is the `Vulkan Validation Layers Another useful tool for debugging is the `Vulkan Validation Layers
<https://github.com/KhronosGroup/Vulkan-ValidationLayers/blob/master/README.md>`_. <https://github.com/KhronosGroup/Vulkan-ValidationLayers/blob/master/README.md>`__.
The validation layers effectively insert extra checking between Zink and the The validation layers effectively insert extra checking between Zink and the
Vulkan driver, pointing out incorrect usage of the Vulkan API. The layers can Vulkan driver, pointing out incorrect usage of the Vulkan API. The layers can
...@@ -309,6 +307,7 @@ questions, don't hesitate to visit `#zink on OFTC ...@@ -309,6 +307,7 @@ questions, don't hesitate to visit `#zink on OFTC
<irc://irc.oftc.net/zink>`__ and say hi! <irc://irc.oftc.net/zink>`__ and say hi!
.. _downloaded from GPUinfo.org: https://www.saschawillems.de/blog/2022/03/12/vulkan-profiles-support-for-the-vulkan-hardware-capability-viewer-and-database/>
.. _VK_KHR_maintenance1: https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/VK_KHR_maintenance1.html .. _VK_KHR_maintenance1: https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/VK_KHR_maintenance1.html
.. _VK_KHR_create_renderpass2: https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/VK_KHR_create_renderpass2.html .. _VK_KHR_create_renderpass2: https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/VK_KHR_create_renderpass2.html
.. _VK_KHR_imageless_framebuffer: https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/VK_KHR_imageless_framebuffer.html .. _VK_KHR_imageless_framebuffer: https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/VK_KHR_imageless_framebuffer.html
......
...@@ -91,7 +91,7 @@ the Mesa :doc:`compilation instructions <install>`. ...@@ -91,7 +91,7 @@ the Mesa :doc:`compilation instructions <install>`.
---------------------------------------------------------- ----------------------------------------------------------
Yes, SGI's `OpenGL Sample Implementation Yes, SGI's `OpenGL Sample Implementation
(SI) <http://web.archive.org/web/20171010115110_/http://oss.sgi.com/projects/ogl-sample/index.html>`__ (SI) <https://web.archive.org/web/20171010115110_/http://oss.sgi.com/projects/ogl-sample/index.html>`__
is available. The SI was written during the time that OpenGL was is available. The SI was written during the time that OpenGL was
originally designed. Unfortunately, development of the SI has stagnated. originally designed. Unfortunately, development of the SI has stagnated.
Mesa is much more up to date with modern features and extensions. Mesa is much more up to date with modern features and extensions.
...@@ -99,21 +99,21 @@ Mesa is much more up to date with modern features and extensions. ...@@ -99,21 +99,21 @@ Mesa is much more up to date with modern features and extensions.
`Vincent <https://sourceforge.net/projects/ogl-es/>`__ is an open-source `Vincent <https://sourceforge.net/projects/ogl-es/>`__ is an open-source
implementation of OpenGL ES for mobile devices. implementation of OpenGL ES for mobile devices.
`miniGL <http://web.archive.org/web/20130830162848/http://www.dsbox.com/minigl.html>`__ `miniGL <https://web.archive.org/web/20130830162848/http://www.dsbox.com/minigl.html>`__
is a subset of OpenGL for PalmOS devices. The website is gone, but the is a subset of OpenGL for PalmOS devices. The website is gone, but the
source code can still be found on source code can still be found on
`sourceforge.net <https://sourceforge.net/projects/minigl/>`__. `sourceforge.net <https://sourceforge.net/projects/minigl/>`__.
`TinyGL <http://bellard.org/TinyGL/>`__ is a subset of OpenGL. `TinyGL <https://bellard.org/TinyGL/>`__ is a subset of OpenGL.
`SoftGL <https://sourceforge.net/projects/softgl/>`__ is an OpenGL `SoftGL <https://sourceforge.net/projects/softgl/>`__ is an OpenGL
subset for mobile devices. subset for mobile devices.
`Chromium <http://chromium.sourceforge.net/>`__ isn't a conventional `Chromium <https://chromium.sourceforge.net/>`__ isn't a conventional
OpenGL implementation (it's layered upon OpenGL), but it does export the OpenGL implementation (it's layered upon OpenGL), but it does export the
OpenGL API. It allows tiled rendering, sort-last rendering, etc. OpenGL API. It allows tiled rendering, sort-last rendering, etc.
`ClosedGL <http://www.ticalc.org/archives/files/fileinfo/361/36173.html>`__ `ClosedGL <https://www.ticalc.org/archives/files/fileinfo/361/36173.html>`__
is an OpenGL subset library for TI graphing calculators. is an OpenGL subset library for TI graphing calculators.
There may be other open OpenGL implementations, but Mesa is the most There may be other open OpenGL implementations, but Mesa is the most
...@@ -141,7 +141,7 @@ not the solution. ...@@ -141,7 +141,7 @@ not the solution.
GLUT (OpenGL Utility Toolkit) is no longer in the separate GLUT (OpenGL Utility Toolkit) is no longer in the separate
``MesaGLUT-x.y.z.tar.gz`` file. If you don't already have GLUT ``MesaGLUT-x.y.z.tar.gz`` file. If you don't already have GLUT
installed, you should grab installed, you should grab
`freeglut <http://freeglut.sourceforge.net/>`__. `freeglut <https://freeglut.sourceforge.net/>`__.
2.4 Where is the GLw library? 2.4 Where is the GLw library?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
......
...@@ -6,14 +6,14 @@ The Gallium frontend, which implements Direct3D 9. ...@@ -6,14 +6,14 @@ The Gallium frontend, which implements Direct3D 9.
Nine implements the full IDirect3DDevice9 COM interface and a custom COM interface called ID3DAdapter9, which is used to implement the final IDirect3D9Ex COM interface. Nine implements the full IDirect3DDevice9 COM interface and a custom COM interface called ID3DAdapter9, which is used to implement the final IDirect3D9Ex COM interface.
ID3DAdapter9 is completely agnostic regarding the window system code, meaning this can be provided by wine, Xlib, Wayland, etc. ID3DAdapter9 is completely agnostic regarding the window system code, meaning this can be provided by wine, Xlib, Wayland, etc.
Gallium Nine is commonly used in conjunction with `Wine <https://www.winehq.org/>`_. Gallium Nine is commonly used in conjunction with `Wine <https://www.winehq.org/>`__.
`Gallium Nine Standalone <https://github.com/iXit/wine-nine-standalone>`_ is the standalone version of the Wine parts of Gallium Nine which makes it possible to use it with any stock Wine version. It's simple to install through `Winetricks <https://github.com/Winetricks/winetricks>`_ with ``winetricks galliumnine``. `Gallium Nine Standalone <https://github.com/iXit/wine-nine-standalone>`__ is the standalone version of the Wine parts of Gallium Nine which makes it possible to use it with any stock Wine version. It's simple to install through `Winetricks <https://github.com/Winetricks/winetricks>`__ with ``winetricks galliumnine``.
Aside from Wine, Gallium Nine works well with `Box86 <https://ptitseb.github.io/box86/>`_. Aside from Wine, Gallium Nine works well with `Box86 <https://ptitseb.github.io/box86/>`__.
Can be used via `Zink <https://www.supergoodcode.com/to-the-nines/>`_ even on the `Vulkan API <https://en.wikipedia.org/wiki/Vulkan>`_. Can be used via `Zink <https://www.supergoodcode.com/to-the-nines/>`__ even on the `Vulkan API <https://en.wikipedia.org/wiki/Vulkan>`__.
In the majority of cases this implementation has better performance than Wine doing the translation from D3D9 to OpenGL itself. In the majority of cases this implementation has better performance than Wine doing the translation from D3D9 to OpenGL itself.
It's also possible to use D3D9 directly from the Linux environment. For tests, demos, and more details, you can see `this repository <https://github.com/iXit/nine-tests>`_. It's also possible to use D3D9 directly from the Linux environment. For tests, demos, and more details, you can see `this repository <https://github.com/iXit/nine-tests>`__.
Build Build
----- -----
......
...@@ -305,8 +305,8 @@ bottom_edge_rule ...@@ -305,8 +305,8 @@ bottom_edge_rule
assumes that top is always at y=0. assumes that top is always at y=0.
See also: See also:
- http://msdn.microsoft.com/en-us/library/windows/desktop/cc627092.aspx - https://msdn.microsoft.com/en-us/library/windows/desktop/cc627092.aspx
- http://msdn.microsoft.com/en-us/library/windows/desktop/bb147314.aspx - https://msdn.microsoft.com/en-us/library/windows/desktop/bb147314.aspx
clip_halfz clip_halfz
When true clip space in the z axis goes from [0..1] (D3D). When false When true clip space in the z axis goes from [0..1] (D3D). When false
......
...@@ -60,7 +60,7 @@ References ...@@ -60,7 +60,7 @@ References
---------- ----------
DirectX Graphics Infrastructure documentation on DXGI_FORMAT enum: DirectX Graphics Infrastructure documentation on DXGI_FORMAT enum:
http://msdn.microsoft.com/en-us/library/windows/desktop/bb173059%28v=vs.85%29.aspx https://msdn.microsoft.com/en-us/library/windows/desktop/bb173059%28v=vs.85%29.aspx
FOURCC codes for YUV formats: FOURCC codes for YUV formats:
http://www.fourcc.org/yuv.php http://www.fourcc.org/yuv.php
...@@ -3850,6 +3850,6 @@ well. ...@@ -3850,6 +3850,6 @@ well.
| S | (s, s, s, s) | unknown | unknown | | S | (s, s, s, s) | unknown | unknown |
+--------------------+--------------+--------------------+--------------+ +--------------------+--------------+--------------------+--------------+
.. [#envmap-bumpmap] http://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt .. [#envmap-bumpmap] https://www.opengl.org/registry/specs/ATI/envmap_bumpmap.txt
.. [#depth-tex-mode] the default is (z, z, z, 1) but may also be (0, 0, 0, z) .. [#depth-tex-mode] the default is (z, z, z, 1) but may also be (0, 0, 0, z)
or (z, z, z, z) depending on the value of GL_DEPTH_TEXTURE_MODE. or (z, z, z, z) depending on the value of GL_DEPTH_TEXTURE_MODE.
...@@ -36,7 +36,7 @@ Third party/extra tools. ...@@ -36,7 +36,7 @@ Third party/extra tools.
^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^
- `Python <https://www.python.org/>`__ - Python 3.5 or newer is required. - `Python <https://www.python.org/>`__ - Python 3.5 or newer is required.
- `Python Mako module <http://www.makotemplates.org/>`__ - Python Mako - `Python Mako module <https://www.makotemplates.org/>`__ - Python Mako
module is required. Version 0.8.0 or later should work. module is required. Version 0.8.0 or later should work.
- Lex / Yacc - for building the Mesa IR and GLSL compiler. - Lex / Yacc - for building the Mesa IR and GLSL compiler.
...@@ -49,7 +49,7 @@ Third party/extra tools. ...@@ -49,7 +49,7 @@ Third party/extra tools.
mingw-get install msys-flex msys-bison mingw-get install msys-flex msys-bison
For MSVC on Windows, install `Win For MSVC on Windows, install `Win
flex-bison <http://winflexbison.sourceforge.net/>`__. flex-bison <https://winflexbison.sourceforge.net/>`__.
.. note:: .. note::
......