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guys,
I am currently working on putting texture
compression support into the savage driver. I am approaching this in two
stages. Stage one is to get the loading of pre-compressed textures working.
Stage two, would be the driver level compression of textures. I no there are
possible legal limitations to stage two, so i plan to use the same methodology
as the radeon driver.
I have a plan, now i need to write some
code.
First I enabled the extensions
GL_ARB_texture_compression and GL_EXT_texture_compression_s3tc. this
was simple. The extensions are showing up when i run glxinfo.
Next, I implemented the glCompressedTexImage2D
function. After looking at the radeon driver it seems that this function is
very similiar to the glTexImage2D function, so my savage version is very
similiar to savageTexImage2D. i didn't expect this to work but it would provide
a debugging point that i could later examine.
Next, I added cases to ChooseTextureFormat for the
DXT texture types. This was just a cut and paste job from the radeon
driver.
Last Change. In DDInitTextureFuncs I set the
function pointer CompressedTexImage2D to the savage function created
earlier.
Now it was time for some testing. i built a sample
application and tested it using another computer. the other computer is a linux
box using the nvdia driver. After some debugging i transfered the test app over
to my savage computer. This is where i ran into problems. The GetProcAddress
function is returning valid pointers but as soon as glCompressedTexImage2D is
called, the test application crashes.
Well I obviously missed something! This is when i
ran ddd on the test application. My idea was to step into glCompressedTexImage2D
function until i found the point at which the crash occurred. One problem, I
couldn't step into the function. I went back and rebuilt everything making sure
the -g flag was set when compiling. still couldn't step into that function.
Modified the test application to call glTexImage2D and couldn't step into it
either.
Enough background, now the questions.
1) Do i need to modify Mesa to implement the
uploading of pre-compressed textures or should all of this take place in the
savage driver?
2) Is it possilbe to step into the driver from
a test application? If not, is there a way to use ddd to debug a dri
driver?
any help would be greatly appreciated,
mark
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- Re: [Dri-devel] debugging dri Mark Cass
- Re: [Dri-devel] debugging dri Roland Scheidegger
- Re: [Dri-devel] debugging dri Mark Cass
