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Solaris 2.4 Driver Developer AnswerBook
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XGL Device Pipeline Porting Guide
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XGL Device Pipeline Porting Guide
Cover
Credits
Contents
Figures
Tables
Preface
New Features
Optimization of Device-Independent Operations
1 Introduction to XGL Loadable Interfaces
Introduction to the XGL Product
XGL Loadable Interfaces
2 Getting Started
Before You Begin
XGL Architecture from the Pipeline Point of View
Porting Task
Calling the Software Pipeline
What Else You Should Know
3 Pipeline Framework
Overview of the Pipeline Framework
Setting Up the Pipeline Framework
Optional Functions in Device-Dependent Classes
What Else You Should Know
4 Internal Data Storage
Internal Data Types
Accessing Data at the LI-1 Layer
How Data Is Stored by the Software Pipeline
LI-2 Point Data
Conic and Rectangle Data
Pixel Data
5 Handling Changes to Object State
State Changes and the Device Pipeline
Getting Attribute Values from the Context Object
Getting Attribute Values from Objects Other Than the Context
Getting Stroke Attribute Values from the Stroke Group Object
Design Issues
6 Getting Information from XGL Objects
What You Should Know About XGL Attribute Values
Getting Attribute Values from the Context
Getting Attribute Values from Other Objects
Getting Information from a Transform Object
Getting Attribute Values From the Stroke Group Object
Non-API Interfaces Provided in API Objects
Getting Information From the Device Object
7 View Model Derived Data
Overview of View Model Derived Data
Derived Data Items
Overview of Derived Data's Implementation
Accessing Derived Data
Registration of Concerns
Determining Whether Derived Items Have Changed
Getting Derived Items
Example of Detecting Changes and Getting Derived Items
Current Coordinate System
8 Window System Interactions
Overview of the XglDrawable
A Typical Scenario of Drawable Creation and Use
What You Should Know About Locking the Window
Drawable Interfaces for the Pipeline
Description of Drawable Interfaces
9 Writing Loadable Interfaces
What You Need to Know about the Loadable Interfaces
What You Should Know about the Software Pipeline
LI-1 Functions
LI2 Functions
LI-3 Functions
10 Utilities
RefDpCtx
3D Utilities
Bounding Box Utilities
Copy Buffer Utilities
Polygon Classification Utilities
Polygon Decomposition Utilities
A Performance Tuning
Finding the Performance Critical Paths
Selecting Good Benchmarks
Tuning Performance Critical Paths
Tips and Techniques for Faster Code
B Changes to the XGL Graphics Porting Interface
Changes in Rendering Architecture
Changes in State Handling
Application Data Passed Directly to Pipelines
C Accelerating NURBS Primitives
Index
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