forked from KolibriOS/kolibrios
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git-svn-id: svn://kolibrios.org@4358 a494cfbc-eb01-0410-851d-a64ba20cac60
165 lines
6.7 KiB
HTML
165 lines
6.7 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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<html lang="en">
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<head>
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<meta http-equiv="content-type" content="text/html; charset=utf-8">
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<title>Mesa Source Tree</title>
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<link rel="stylesheet" type="text/css" href="mesa.css">
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</head>
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<body>
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<div class="header">
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<h1>The Mesa 3D Graphics Library</h1>
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</div>
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<iframe src="contents.html"></iframe>
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<div class="content">
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<h1>Mesa source code tree overview</h1>
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<p>
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This is a brief summary of Mesa's directory tree and what's contained in
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each directory.
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</p>
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<ul>
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<li><b>docs</b> - Documentation
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<li><b>include</b> - Public OpenGL header files
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<li><b>src</b>
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<ul>
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<li><b>egl</b> - EGL library sources
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<ul>
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<li><b>docs</b> - EGL documentation
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<li><b>drivers</b> - EGL drivers
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<li><b>main</b> - main EGL library implementation. This is where all
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the EGL API functions are implemented, like eglCreateContext().
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</ul>
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<li><b>glsl</b> - the GLSL compiler
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<li><b>mapi</b> - Mesa APIs
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<li><b>glapi</b> - OpenGL API dispatch layer. This is where all the
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GL entrypoints like glClear, glBegin, etc. are generated, as well as
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the GL dispatch table. All GL function calls jump through the
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dispatch table to functions found in main/.
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<li><b>mesa</b> - Main Mesa sources
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<ul>
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<li><b>main</b> - The core Mesa code (mainly state management)
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<li><b>drivers</b> - Mesa drivers (not used with Gallium)
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<ul>
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<li><b>common</b> - code which may be shared by all drivers
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<li><b>dri</b> - Direct Rendering Infrastructure drivers
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<ul>
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<li><b>common</b> - code shared by all DRI drivers
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<li><b>i915</b> - driver for Intel i915/i945
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<li><b>i965</b> - driver for Intel i965
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<li><b>radeon</b> - driver for ATI R100
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<li><b>r200</b> - driver for ATI R200
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<li>XXX more
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</ul>
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<li><b>x11</b> - Xlib-based software driver
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<li><b>osmesa</b> - off-screen software driver
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<li>XXX more
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</ul>
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<li><b>es</b> - OpenGL ES overlay, parallelly buildable with the core Mesa
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<li><b>math</b> - vertex array translation and transformation code
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(not used with Gallium)
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<li><b>program</b> - Vertex/fragment shader and GLSL compiler code
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<li><b>sparc</b> - Assembly code/optimizations for SPARC systems
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(not used with Gallium)
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<li><b>state_tracker</b> - State tracker / driver for Gallium. This
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is basically a Mesa device driver that speaks to Gallium. This
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directory may be moved to src/mesa/drivers/gallium at some point.
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<li><b>swrast</b> - Software rasterization module. For drawing points,
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lines, triangles, bitmaps, images, etc. in software.
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(not used with Gallium)
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<li><b>swrast_setup</b> - Software primitive setup. Does things like
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polygon culling, glPolygonMode, polygon offset, etc.
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(not used with Gallium)
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<li><b>tnl</b> - Software vertex Transformation 'n Lighting.
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(not used with Gallium)
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<li><b>tnl_dd</b> - TNL code for device drivers.
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(not used with Gallium)
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<li><b>vbo</b> - Vertex Buffer Object code. All drawing with
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glBegin/glEnd, glDrawArrays, display lists, etc. goes through this
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module. The results is a well-defined set of vertex arrays which
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are passed to the device driver (or tnl module) for rendering.
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<li><b>x86</b> - Assembly code/optimizations for 32-bit x86 systems
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(not used with Gallium)
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<li><b>x86-64</b> - Assembly code/optimizations for 64-bit x86 systems
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(not used with Gallium)
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</ul>
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<li><b>gallium</b> - Gallium3D source code
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<ul>
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<li><b>include</b> - Gallium3D header files which define the Gallium3D
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interfaces
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<li><b>drivers</b> - Gallium3D device drivers
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<ul>
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<li><b>i915</b> - Driver for Intel i915/i945.
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<li><b>llvmpipe</b> - Software driver using LLVM for runtime code generation.
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<li><b>nv*</b> - Drivers for NVIDIA GPUs.
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<li><b>radeonsi</b> - Driver for AMD Southern Island.
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<li><b>r300</b> - Driver for ATI R300 - R500.
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<li><b>r600</b> - Driver for ATI/AMD R600 - Northern Island.
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<li><b>softpipe</b> - Software reference driver.
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<li><b>svga</b> - Driver for VMware's SVGA virtual GPU.
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<li><b>trace</b> - Driver for tracing Gallium calls.
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<li>XXX more
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</ul>
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<li><b>auxiliary</b> - Gallium support code
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<ul>
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<li><b>draw</b> - Software vertex processing and primitive assembly
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module. This includes vertex program execution, clipping, culling
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and optional stages for drawing wide lines, stippled lines,
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polygon stippling, two-sided lighting, etc.
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Intended for use by drivers for hardware that does not have
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vertex shaders.
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Geometry shaders will also be implemented in this module.
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<li><b>cso_cache</b> - Constant State Objects Cache. Used to filter out
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redundant state changes between state trackers and drivers.
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<li><b>gallivm</b> - LLVM module for Gallium. For LLVM-based
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compilation, optimization and code generation for TGSI shaders.
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Incomplete.
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<li><b>pipebuffer</b> - utility module for managing buffers
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<li><b>rbug</b> - Gallium remote debug utility
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<li><b>rtasm</b> - run-time assembly/machine code generation.
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Currently there's run-time code generation for x86/SSE, PowerPC
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and Cell SPU.
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<li><b>tgsi</b> - TG Shader Infrastructure. Code for encoding,
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manipulating and interpretting GPU programs.
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<li><b>translate</b> - module for translating vertex data from one format
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to another.
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<li><b>util</b> - assorted utilities for arithmetic, hashing, surface
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creation, memory management, 2D blitting, simple rendering, etc.
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</ul>
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<li><b>state_trackers</b> -
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<ul>
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<li><b>clover</b> - OpenCL state tracker
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<li><b>dri</b> - Meta state tracker for DRI drivers
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<li><b>egl</b> - Meta state tracker for EGL drivers
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<li><b>es</b> - OpenGL ES 1.x and 2.x state trackers
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<li><b>glx</b> - Meta state tracker for GLX
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<li><b>vdpau</b> - VDPAU state tracker
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<li><b>vega</b> - OpenVG 1.x state tracker
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<li><b>wgl</b> -
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<li><b>xorg</b> - Meta state tracker for Xorg video drivers
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<li><b>xvmc</b> - XvMC state tracker
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</ul>
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<li><b>winsys</b> -
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<ul>
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<li><b>drm</b> -
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<li><b>gdi</b> -
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<li><b>xlib</b> -
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</ul>
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</ul>
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</ul>
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<ul>
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<li><b>glx</b> - The GLX library code for building libGL. This is used for
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direct rendering drivers. It will dynamically load one of the
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xxx_dri.so drivers.
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</ul>
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<li><b>lib</b> - where the GL libraries are placed
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</ul>
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</div>
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</body>
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</html>
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