When you write a Gallium driver, it can be used by any frontend, including GL, VG, GLES, etc. The only real hardware requirement is that the hardware is *shaderful*; it needs to support vertex and fragment shaders.
Sending from a mobile, pardon the brevity. ~ C. On Apr 18, 2011 7:11 AM, "Awin" <awin0...@gmail.com> wrote: > 於 2011/4/11 下午 11:23, Corbin Simpson 提到: >> On Fri, Apr 8, 2011 at 4:17 AM, Awin<awin0...@gmail.com> wrote: >>> Hi all, >>> I need to write a OpenGL driver for my company's IC, and base on gallium, >>> how do I get start? Is there any document or sample code to reference? >> This is a remarkably candid question. >> >> In the Mesa tree, the Gallium headers (src/gallium/include/**/*.h) >> describe the objects Gallium passes around. There are also Sphinx docs >> (src/gallium/docs/) which probably haven't really been maintained in a >> bit, but it's nice to think that they are somewhat accurate. >> >> Gallium is laid out like this: There is a struct called Winsys which >> handles talking to your hardware backend (DRM, Windows kernel, etc.), >> a struct called Screen which helps to manage your GPU's information >> and resources, and a struct called Context which is, well, a rendering >> context. >> >> Which SoC is this? Do you have docs? Are you going to open-source any >> of your driver code? >> >> It's going to be a lot easier to answer your questions in realtime; >> there's an IRC channel on Freenode, #dri-devel, which is the general >> Gallium channel (among other things), and is a great place to ask >> questions. >> >> Hope this helps somewhat, >> ~ C. >> > Thanks for your reply, > The SoC is still on design, that's a DTV chip with OpenVG engine, and > some functions of OpenGL ES, that the reason I want to use gallium, I > just need to implement driver interface(which can accelerate by HW) for > OpenVG and OpenGL ES state tracker, and others use softpipe to draw. So > I can use full function of SoC on VG or GL ES, am I right?
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