Getting Started Writing XGL Device Handlers
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............................Contents


Preface
ix

1. Introduction to the Skeleton Pipeline
1
...About the Skeleton Pipeline 1
...Overview of XGL Architecture 2
...Design Considerations 4
...Files Provided With the Skeleton Pipeline 4

2. Building the Reference Pipelines
7
...Reference Pipelines Provided with the XGL DDK 7
...Software Prerequisites 8
...Space Requirements 9
...Steps for Building the Reference Pipelines 9

3. Implementing the Skeleton Pixel-Level Graphics Handler .
13
...About Pixel-Level Rendering 13
...Steps for Implementing Pixel-Level Rendering 14
......· Choosing a Name for the Graphics Handler 15
......· Copying and Renaming the Skeleton Files 15
......· Editing Files to Rename the Pipeline Binary 16
......· Editing the Skeleton Pipeline Interface Files 17
......· Implementing PixRect Support 20
......· Building the Device Pipeline 22
......· Testing the Device Pipeline 22

4. Implementing Accelerated Primitives
25
...About Rendering and Attribute Handling 25
......Rendering in the Skeleton Pipeline 27
...Steps for Implementing the Skeleton Renderers 28
......· Implementing the 2D Polygon Renderer 29
......· Implementing the 3D Multipolyline Renderer 35

A. Example Hardware Initialization Code
43
...Hardware Initialization Code for the GX Frame Buffer 43