Getting Started Writing XGL Device Handlers
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Preface

The Getting Started Writing XGL Device Handlers manual explains how to use the XGL(TM) skeleton pipeline files to create an XGL graphics handler for a graphics hardware device.

Who Should Use This Manual

This manual is intended for implementors of XGL graphics handlers. It is assumed that you are is familiar with the C and C++ languages.

How This Manual Is Organized

This manual is organized as follows:
Chapter 1, "Introduction to the Skeleton Pipeline," describes the skeleton pipeline and provides a brief overview of the XGL architecture.
Chapter 2, "Building the Reference Pipelines," documents how to build the sample XGL graphics handlers provided with the XGL Driver Developer Kit.
Chapter 3, "Implementing the Skeleton Pixel-Level Graphics Handler," explains how to modify the skeleton source files to create a pixel-level XGL graphics handler for your device.
Chapter 4, "Implementing Accelerated Primitives," provides basic information on how to modify the skeleton source files to implement accelerated primitives for your device.

Related Manuals

For information on the XGL architecture and the design of the loadable pipelines, see the following manual:
  • XGL Architecture Guide
For information on the XGL test suite, see:
  • XGL Test Suite User's Guide
For information on the XGL library, see:
  • XGL Reference Manual
  • XGL Programmer's Guide
  • XGL Accelerator Guide for Reference Frame Buffers

What Typographic Changes and Symbols Mean

The following table describes the type changes and symbols used in this manual.
Table P-1
Typeface or SymbolMeaningExample
AaBbCc123The names of commands, files, and directories; on-screen computer outputEdit your .login file. Use ls -a to list all files. system% You have mail.
AaBbCc123What you type, contrasted with on-screen computer output

 system%su  
 Password:  

AaBbCc123Command-line placeholder: replace with a real name or valueTo delete a file, type rm filename.