For LLVMpipe and Softpipe CI, we run tests in a container containing
VK-GL-CTS, on the shared GitLab runners provided by `freedesktop
-<http://freedesktop.org>`__
+<https://freedesktop.org>`__
Software architecture
---------------------
- Use comments wherever you think it would be helpful for other
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.
Single-line comments:
---------
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
- `Triangle Scan Conversion using 2D Homogeneous
Coordinates <https://www.cs.unc.edu/~olano/papers/2dh-tri/>`__
- `Rasterization on
- Larrabee <http://www.drdobbs.com/parallel/rasterization-on-larrabee/217200602>`__
+ Larrabee <https://www.drdobbs.com/parallel/rasterization-on-larrabee/217200602>`__
(`DevMaster
copy <http://devmaster.net/posts/2887/rasterization-on-larrabee>`__)
- `Rasterization using half-space
- Texture sampling
- `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
Unreal <https://www.flipcode.com/archives/Texturing_As_In_Unreal.shtml>`__
- `Run-Time MIP-Map
Filtering <http://www.gamasutra.com/view/feature/3301/runtime_mipmap_filtering.php>`__
- `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
filtering <http://ixbtlabs.com/articles2/gffx/nv40-rx800-3.html>`__
- `Texture
- Optimization
- `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
- 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
- resources <http://www.agner.org/optimize/>`__
+ resources <https://www.agner.org/optimize/>`__
- `Intel Intrinsics
Guide <https://software.intel.com/en-us/articles/intel-intrinsics-guide>`__
- LLVM
- `LLVM Language Reference
- Manual <http://llvm.org/docs/LangRef.html>`__
+ Manual <https://llvm.org/docs/LangRef.html>`__
- `The secret of LLVM C
bindings <https://npcontemplation.blogspot.co.uk/2008/06/secret-of-llvm-c-bindings.html>`__
----------------------------------------------------------
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
originally designed. Unfortunately, development of the SI has stagnated.
Mesa is much more up to date with modern features and extensions.
`Vincent <https://sourceforge.net/projects/ogl-es/>`__ is an open-source
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
source code can still be found on
`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
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 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.
There may be other open OpenGL implementations, but Mesa is the most
GLUT (OpenGL Utility Toolkit) is no longer in the separate
``MesaGLUT-x.y.z.tar.gz`` file. If you don't already have GLUT
installed, you should grab
-`freeglut <http://freeglut.sourceforge.net/>`__.
+`freeglut <https://freeglut.sourceforge.net/>`__.
2.4 Where is the GLw library?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
assumes that top is always at y=0.
See also:
- - http://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/cc627092.aspx
+ - https://msdn.microsoft.com/en-us/library/windows/desktop/bb147314.aspx
clip_halfz
When true clip space in the z axis goes from [0..1] (D3D). When false
----------
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:
http://www.fourcc.org/yuv.php
| 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)
or (z, z, z, z) depending on the value of GL_DEPTH_TEXTURE_MODE.
^^^^^^^^^^^^^^^^^^^^^^^^
- `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.
- Lex / Yacc - for building the Mesa IR and GLSL compiler.
mingw-get install msys-flex msys-bison
For MSVC on Windows, install `Win
- flex-bison <http://winflexbison.sourceforge.net/>`__.
+ flex-bison <https://winflexbison.sourceforge.net/>`__.
.. note::
- announcements of new Mesa versions are sent to this list. Very low
traffic.
-- `dri-devel <http://lists.freedesktop.org/mailman/listinfo/dri-devel>`__
+- `dri-devel <https://lists.freedesktop.org/mailman/listinfo/dri-devel>`__
- for the Linux/BSD Direct Rendering Module (DRM) kernel modules
supporting Mesa's userspace drivers
Mesa.
- The `Mesa <https://www.mesa3d.org>`__ website and Git repository are
hosted by `freedesktop.org <https://freedesktop.org/>`__.
-- `alt.software <http://web.archive.org/web/20131110021426/http://www.altsoftware.com/>`__
+- `alt.software <https://web.archive.org/web/20131110021426/http://www.altsoftware.com/>`__
contributed the Direct3D driver.
- **Bernd Barsuhn** wrote the evaluator code for (splines, patches) in
Mesa.
is an open-source test suite for OpenGL implementations.
`ApiTrace <https://github.com/apitrace/apitrace>`__
is a project to trace, analyze and debug graphics APIs.
-`Valgrind <http://www.valgrind.org>`__
+`Valgrind <https://www.valgrind.org>`__
is a very useful tool for tracking down memory-related problems in
your code.
`Coverity <https://scan.coverity.com/projects/mesa>`__