commit | 69894b70d4a63c968c52216ff961faa4e4429b96 | [log] [tgz] |
---|---|---|
author | Courtney Goeltzenleuchter <courtney@LunarG.com> | Fri Apr 03 15:25:24 2015 -0600 |
committer | Chia-I Wu <olv@lunarg.com> | Thu Apr 16 17:33:25 2015 +0800 |
tree | 483cab0b57d92c505349d3a819161665243be648 | |
parent | 679bbfa5472f425ac1baea6f52fcdf19e7820f5e [diff] |
xgl: Proposal to remove XGL_FRAMEBUFFER bug # 13323 alpha header: r29635 Don't actually remove XGL_FRAMEBUFFER but do change how RenderPass and Framebuffer are connected. Some comments from the bug: - Created a new structure XGL_RENDER_PASS_BEGIN that contains both the XGL_RENDER_PASS and XGL_FRAMEBUFFER. - XGL_CMD_BUFFER_GRAPHICS_BEGIN_INFO and xglCmdBeginRenderPass both use XGL_RENDER_PASS_BEGIN to ensure they stay consistent. - Renamed the member in XGL_CMD_BUFFER_GRAPHICS_BEGIN_INFO to renderPassContinue with a comment to clarify that this is only needed when a render pass is split across two command buffer. The last has the biggest impact on this patch. The tests now directly call CmdBeginRenderPass and CmdEndRenderPass in the command buffer rather than set the BEGIN_INFO to a render pass and have the driver implicitly do BeginRenderPass and EndRenderPass. It would probably still work, but didn't seem to match the intent with this change in the header file.
Version 0.8, 04 Feb 2015
This project provides open source tools for XGL Developers.
XGL is an Explicit API, enabling direct control over how GPUs actually work. No validation, shader recompilation, memory management or synchronization is done inside an XGL driver. Applications have full control and responsibility. Any errors in how XGL is used are likely to result in a crash. This project provides layered utility libraries to ease development and help guide developers to proven safe patterns.
New with XGL in an extensible layered architecture that enables significant innovation in tools:
The components here are being shared with the Khronos community to provide insights into the specification as we approach an alpha header, and to assists those doing demos for GDC.
The following components are available:
XGL Library and header files, which include:
Core Validation Layers
BUILD.md includes directions for building all the components, running the validation tests and running the demo applications.
Information on how to enable the various Debug and Validation layers is in layers/README.md.
This version of the components are written based on the following preliminary specs and proposals:
This work is intended to be released as open source under a BSD-style license once the XGL specification is public. Until that time, this work is covered by the Khronos NDA governing the details of the XGL API.
While this project is being developed by LunarG, Inc; there are many other companies and individuals making this possible: Valve Software, funding project development; Intel Corporation, providing full hardware specifications and valuable technical feedback; AMD, providing XGL spec editor contributions; ARM, contributing a Chairman for this working group within Khronos; Nvidia, providing an initial co-editor for the spec; Qualcomm for picking up the co-editor's chair; and Khronos, for providing hosting within GitHub.
If you have questions or comments about this driver; or you would like to contribute directly to this effort, please contact us at XGL@LunarG.com; or if you prefer, via the GL Common mailing list: gl_common@khronos.org