Can compile "loader" and "layers" on Windows and Linux ...
These directories build and are partially turned-on on Windows, using the "tri"
demo (follow-on commit) and a "NULL driver" that was created out of the
sample/Intel driver. The GetProcAddress() is not yet finding symbols in the
NULL driver.
For now:
- "C:\Windows\System32" is the default XGL driver directory. The getenv()
isn't yet working. I suggest creating your own #define in order to point to
where a driver is.
- In order to recognize a Windows driver, we must look at both its prefix and
suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll).
- We autogenerate Windows ".def" files for the layers. Additional info is:
- This is necessary in order for a DLL to export symbols that can be queried
using GetProcAddress(). We can't use the normal Windows approach of
declaring these functions using "__declspec(dllexport)", because these
functions are declared in "xgl.h".
- This involves adding and running the new "xgl-win-def-file-generate.py"
file.
- NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the
xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint).
Generating them is pretty simple.
NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following:
- Install VisualStudio 2013 Professional
- Install CMake from: http://www.cmake.org/cmake/resources/software.html
- I let it add itself to the system PATH environment variable.
- Install Python 3 from: https://www.python.org/downloads
- I let it add itself to the system PATH environment variable.
- Obtain the Git repository, checkout the "ian-150127-WinBuild" branch.
- Using a Cygwin shell: I did the following:
- "cd" to the top-level directory (i.e. the one that contains the ".git"
directory).
- "mkdir _out64"
- "cd _out64"
- "cmake -G "Visual Studio 12 Win64" .."
- At this point, I used WindowsExplorer to open the "XGL.sln" file. I can
build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the
normal "F7". I had to right-click the "ALL_BUILD" project, go to
Properties->Debugging and change the debug Command and Working Directory to
point to "tri.exe" and where the executable are. At this point, I can debug
(using the normal "F5" shortcut).
2015-01-14 00:52:38 +00:00
|
|
|
/*
|
2015-04-08 21:36:08 +00:00
|
|
|
* Vulkan
|
Can compile "loader" and "layers" on Windows and Linux ...
These directories build and are partially turned-on on Windows, using the "tri"
demo (follow-on commit) and a "NULL driver" that was created out of the
sample/Intel driver. The GetProcAddress() is not yet finding symbols in the
NULL driver.
For now:
- "C:\Windows\System32" is the default XGL driver directory. The getenv()
isn't yet working. I suggest creating your own #define in order to point to
where a driver is.
- In order to recognize a Windows driver, we must look at both its prefix and
suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll).
- We autogenerate Windows ".def" files for the layers. Additional info is:
- This is necessary in order for a DLL to export symbols that can be queried
using GetProcAddress(). We can't use the normal Windows approach of
declaring these functions using "__declspec(dllexport)", because these
functions are declared in "xgl.h".
- This involves adding and running the new "xgl-win-def-file-generate.py"
file.
- NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the
xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint).
Generating them is pretty simple.
NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following:
- Install VisualStudio 2013 Professional
- Install CMake from: http://www.cmake.org/cmake/resources/software.html
- I let it add itself to the system PATH environment variable.
- Install Python 3 from: https://www.python.org/downloads
- I let it add itself to the system PATH environment variable.
- Obtain the Git repository, checkout the "ian-150127-WinBuild" branch.
- Using a Cygwin shell: I did the following:
- "cd" to the top-level directory (i.e. the one that contains the ".git"
directory).
- "mkdir _out64"
- "cd _out64"
- "cmake -G "Visual Studio 12 Win64" .."
- At this point, I used WindowsExplorer to open the "XGL.sln" file. I can
build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the
normal "F7". I had to right-click the "ALL_BUILD" project, go to
Properties->Debugging and change the debug Command and Working Directory to
point to "tri.exe" and where the executable are. At this point, I can debug
(using the normal "F5" shortcut).
2015-01-14 00:52:38 +00:00
|
|
|
*
|
|
|
|
* Copyright (C) 2015 LunarG, Inc.
|
|
|
|
* Copyright 2014 Valve Software
|
|
|
|
* All Rights Reserved.
|
|
|
|
*
|
|
|
|
* Permission is hereby granted, free of charge, to any person obtaining a
|
|
|
|
* copy of this software and associated documentation files (the "Software"),
|
|
|
|
* to deal in the Software without restriction, including without limitation
|
|
|
|
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
|
|
|
* and/or sell copies of the Software, and to permit persons to whom the
|
|
|
|
* Software is furnished to do so, subject to the following conditions:
|
|
|
|
*
|
|
|
|
* The above copyright notice and this permission notice shall be included
|
|
|
|
* in all copies or substantial portions of the Software.
|
|
|
|
*
|
|
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
|
|
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
|
|
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
|
|
|
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
|
|
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
|
|
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
|
|
|
* DEALINGS IN THE SOFTWARE.
|
|
|
|
*
|
|
|
|
* Authors:
|
|
|
|
* Ian Elliott <ian@lunarg.com>
|
|
|
|
*/
|
|
|
|
|
|
|
|
#ifndef LOADER_PLATFORM_H
|
|
|
|
#define LOADER_PLATFORM_H
|
|
|
|
|
|
|
|
#if defined(__linux__)
|
|
|
|
/* Linux-specific common code: */
|
|
|
|
|
|
|
|
// Headers:
|
|
|
|
//#define _GNU_SOURCE 1
|
|
|
|
// TBD: Are the contents of the following file used?
|
|
|
|
#include <unistd.h>
|
|
|
|
// Note: The following file is for dynamic loading:
|
|
|
|
#include <dlfcn.h>
|
|
|
|
#include <pthread.h>
|
|
|
|
#include <assert.h>
|
|
|
|
|
2015-04-08 21:36:08 +00:00
|
|
|
// VK Library Filenames, Paths, etc.:
|
2015-02-04 18:22:39 +00:00
|
|
|
#define PATH_SEPERATOR ':'
|
|
|
|
#define DIRECTORY_SYMBOL "/"
|
2015-04-08 21:36:08 +00:00
|
|
|
#define DRIVER_PATH_ENV "LIBVK_DRIVERS_PATH"
|
|
|
|
#define LAYERS_PATH_ENV "LIBVK_LAYERS_PATH"
|
|
|
|
#define LAYER_NAMES_ENV "LIBVK_LAYER_NAMES"
|
|
|
|
#ifndef DEFAULT_VK_DRIVERS_PATH
|
2015-02-04 18:22:39 +00:00
|
|
|
// TODO: Is this a good default location?
|
|
|
|
// Need to search for both 32bit and 64bit ICDs
|
2015-04-08 21:36:08 +00:00
|
|
|
#define DEFAULT_VK_DRIVERS_PATH "/usr/lib/i386-linux-gnu/vk:/usr/lib/x86_64-linux-gnu/vk"
|
|
|
|
#define VK_DRIVER_LIBRARY_PREFIX "libVK_"
|
|
|
|
#define VK_DRIVER_LIBRARY_PREFIX_LEN 6
|
|
|
|
#define VK_LAYER_LIBRARY_PREFIX "libVKLayer"
|
|
|
|
#define VK_LAYER_LIBRARY_PREFIX_LEN 10
|
|
|
|
#define VK_LIBRARY_SUFFIX ".so"
|
|
|
|
#define VK_LIBRARY_SUFFIX_LEN 3
|
|
|
|
#endif // DEFAULT_VK_DRIVERS_PATH
|
|
|
|
#ifndef DEFAULT_VK_LAYERS_PATH
|
2015-02-04 18:22:39 +00:00
|
|
|
// TODO: Are these good default locations?
|
2015-04-08 21:36:08 +00:00
|
|
|
#define DEFAULT_VK_LAYERS_PATH ".:/usr/lib/i386-linux-gnu/vk:/usr/lib/x86_64-linux-gnu/vk"
|
2015-02-04 18:22:39 +00:00
|
|
|
#endif
|
|
|
|
|
2015-02-12 23:44:56 +00:00
|
|
|
// C99:
|
2015-02-11 21:24:02 +00:00
|
|
|
#define PRINTF_SIZE_T_SPECIFIER "%zu"
|
|
|
|
|
Can compile "loader" and "layers" on Windows and Linux ...
These directories build and are partially turned-on on Windows, using the "tri"
demo (follow-on commit) and a "NULL driver" that was created out of the
sample/Intel driver. The GetProcAddress() is not yet finding symbols in the
NULL driver.
For now:
- "C:\Windows\System32" is the default XGL driver directory. The getenv()
isn't yet working. I suggest creating your own #define in order to point to
where a driver is.
- In order to recognize a Windows driver, we must look at both its prefix and
suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll).
- We autogenerate Windows ".def" files for the layers. Additional info is:
- This is necessary in order for a DLL to export symbols that can be queried
using GetProcAddress(). We can't use the normal Windows approach of
declaring these functions using "__declspec(dllexport)", because these
functions are declared in "xgl.h".
- This involves adding and running the new "xgl-win-def-file-generate.py"
file.
- NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the
xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint).
Generating them is pretty simple.
NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following:
- Install VisualStudio 2013 Professional
- Install CMake from: http://www.cmake.org/cmake/resources/software.html
- I let it add itself to the system PATH environment variable.
- Install Python 3 from: https://www.python.org/downloads
- I let it add itself to the system PATH environment variable.
- Obtain the Git repository, checkout the "ian-150127-WinBuild" branch.
- Using a Cygwin shell: I did the following:
- "cd" to the top-level directory (i.e. the one that contains the ".git"
directory).
- "mkdir _out64"
- "cd _out64"
- "cmake -G "Visual Studio 12 Win64" .."
- At this point, I used WindowsExplorer to open the "XGL.sln" file. I can
build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the
normal "F7". I had to right-click the "ALL_BUILD" project, go to
Properties->Debugging and change the debug Command and Working Directory to
point to "tri.exe" and where the executable are. At this point, I can debug
(using the normal "F5" shortcut).
2015-01-14 00:52:38 +00:00
|
|
|
// Dynamic Loading:
|
|
|
|
typedef void * loader_platform_dl_handle;
|
|
|
|
static inline loader_platform_dl_handle loader_platform_open_library(const char* libPath)
|
|
|
|
{
|
2015-02-18 21:39:54 +00:00
|
|
|
return dlopen(libPath, RTLD_LAZY | RTLD_LOCAL);
|
Can compile "loader" and "layers" on Windows and Linux ...
These directories build and are partially turned-on on Windows, using the "tri"
demo (follow-on commit) and a "NULL driver" that was created out of the
sample/Intel driver. The GetProcAddress() is not yet finding symbols in the
NULL driver.
For now:
- "C:\Windows\System32" is the default XGL driver directory. The getenv()
isn't yet working. I suggest creating your own #define in order to point to
where a driver is.
- In order to recognize a Windows driver, we must look at both its prefix and
suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll).
- We autogenerate Windows ".def" files for the layers. Additional info is:
- This is necessary in order for a DLL to export symbols that can be queried
using GetProcAddress(). We can't use the normal Windows approach of
declaring these functions using "__declspec(dllexport)", because these
functions are declared in "xgl.h".
- This involves adding and running the new "xgl-win-def-file-generate.py"
file.
- NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the
xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint).
Generating them is pretty simple.
NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following:
- Install VisualStudio 2013 Professional
- Install CMake from: http://www.cmake.org/cmake/resources/software.html
- I let it add itself to the system PATH environment variable.
- Install Python 3 from: https://www.python.org/downloads
- I let it add itself to the system PATH environment variable.
- Obtain the Git repository, checkout the "ian-150127-WinBuild" branch.
- Using a Cygwin shell: I did the following:
- "cd" to the top-level directory (i.e. the one that contains the ".git"
directory).
- "mkdir _out64"
- "cd _out64"
- "cmake -G "Visual Studio 12 Win64" .."
- At this point, I used WindowsExplorer to open the "XGL.sln" file. I can
build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the
normal "F7". I had to right-click the "ALL_BUILD" project, go to
Properties->Debugging and change the debug Command and Working Directory to
point to "tri.exe" and where the executable are. At this point, I can debug
(using the normal "F5" shortcut).
2015-01-14 00:52:38 +00:00
|
|
|
}
|
|
|
|
static inline char * loader_platform_open_library_error(const char* libPath)
|
|
|
|
{
|
|
|
|
return dlerror();
|
|
|
|
}
|
|
|
|
static inline void loader_platform_close_library(loader_platform_dl_handle library)
|
|
|
|
{
|
|
|
|
dlclose(library);
|
|
|
|
}
|
|
|
|
static inline void * loader_platform_get_proc_address(loader_platform_dl_handle library,
|
|
|
|
const char *name)
|
|
|
|
{
|
|
|
|
assert(library);
|
|
|
|
assert(name);
|
|
|
|
return dlsym(library, name);
|
|
|
|
}
|
|
|
|
static inline char * loader_platform_get_proc_address_error(const char *name)
|
|
|
|
{
|
|
|
|
return dlerror();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Threads:
|
|
|
|
typedef pthread_t loader_platform_thread;
|
|
|
|
#define LOADER_PLATFORM_THREAD_ONCE_DECLARATION(var) \
|
|
|
|
pthread_once_t var = PTHREAD_ONCE_INIT;
|
|
|
|
static inline void loader_platform_thread_once(void *ctl, void (* func) (void))
|
|
|
|
{
|
|
|
|
assert(func != NULL);
|
|
|
|
assert(ctl != NULL);
|
|
|
|
pthread_once((pthread_once_t *) ctl, func);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Thread IDs:
|
|
|
|
typedef pthread_t loader_platform_thread_id;
|
|
|
|
static inline loader_platform_thread_id loader_platform_get_thread_id()
|
|
|
|
{
|
|
|
|
return pthread_self();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Thread mutex:
|
|
|
|
typedef pthread_mutex_t loader_platform_thread_mutex;
|
|
|
|
static inline void loader_platform_thread_create_mutex(loader_platform_thread_mutex* pMutex)
|
|
|
|
{
|
|
|
|
pthread_mutex_init(pMutex, NULL);
|
|
|
|
}
|
|
|
|
static inline void loader_platform_thread_lock_mutex(loader_platform_thread_mutex* pMutex)
|
|
|
|
{
|
|
|
|
pthread_mutex_lock(pMutex);
|
|
|
|
}
|
|
|
|
static inline void loader_platform_thread_unlock_mutex(loader_platform_thread_mutex* pMutex)
|
|
|
|
{
|
|
|
|
pthread_mutex_unlock(pMutex);
|
|
|
|
}
|
|
|
|
static inline void loader_platform_thread_delete_mutex(loader_platform_thread_mutex* pMutex)
|
|
|
|
{
|
|
|
|
pthread_mutex_destroy(pMutex);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#elif defined(_WIN32) // defined(__linux__)
|
|
|
|
/* Windows-specific common code: */
|
|
|
|
|
|
|
|
// Headers:
|
2015-02-24 20:58:47 +00:00
|
|
|
#include <WinSock2.h>
|
Can compile "loader" and "layers" on Windows and Linux ...
These directories build and are partially turned-on on Windows, using the "tri"
demo (follow-on commit) and a "NULL driver" that was created out of the
sample/Intel driver. The GetProcAddress() is not yet finding symbols in the
NULL driver.
For now:
- "C:\Windows\System32" is the default XGL driver directory. The getenv()
isn't yet working. I suggest creating your own #define in order to point to
where a driver is.
- In order to recognize a Windows driver, we must look at both its prefix and
suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll).
- We autogenerate Windows ".def" files for the layers. Additional info is:
- This is necessary in order for a DLL to export symbols that can be queried
using GetProcAddress(). We can't use the normal Windows approach of
declaring these functions using "__declspec(dllexport)", because these
functions are declared in "xgl.h".
- This involves adding and running the new "xgl-win-def-file-generate.py"
file.
- NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the
xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint).
Generating them is pretty simple.
NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following:
- Install VisualStudio 2013 Professional
- Install CMake from: http://www.cmake.org/cmake/resources/software.html
- I let it add itself to the system PATH environment variable.
- Install Python 3 from: https://www.python.org/downloads
- I let it add itself to the system PATH environment variable.
- Obtain the Git repository, checkout the "ian-150127-WinBuild" branch.
- Using a Cygwin shell: I did the following:
- "cd" to the top-level directory (i.e. the one that contains the ".git"
directory).
- "mkdir _out64"
- "cd _out64"
- "cmake -G "Visual Studio 12 Win64" .."
- At this point, I used WindowsExplorer to open the "XGL.sln" file. I can
build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the
normal "F7". I had to right-click the "ALL_BUILD" project, go to
Properties->Debugging and change the debug Command and Working Directory to
point to "tri.exe" and where the executable are. At this point, I can debug
(using the normal "F5" shortcut).
2015-01-14 00:52:38 +00:00
|
|
|
#include <windows.h>
|
|
|
|
#include <assert.h>
|
|
|
|
#ifdef __cplusplus
|
|
|
|
#include <iostream>
|
|
|
|
#include <string>
|
|
|
|
using namespace std;
|
|
|
|
#endif // __cplusplus
|
|
|
|
|
2015-04-08 21:36:08 +00:00
|
|
|
// VK Library Filenames, Paths, etc.:
|
2015-02-04 18:22:39 +00:00
|
|
|
#define PATH_SEPERATOR ';'
|
|
|
|
#define DIRECTORY_SYMBOL "\\"
|
2015-04-08 21:36:08 +00:00
|
|
|
#define DRIVER_PATH_REGISTRY_VALUE "VK_DRIVERS_PATH"
|
|
|
|
#define LAYERS_PATH_REGISTRY_VALUE "VK_LAYERS_PATH"
|
|
|
|
#define LAYER_NAMES_REGISTRY_VALUE "VK_LAYER_NAMES"
|
|
|
|
#define DRIVER_PATH_ENV "VK_DRIVERS_PATH"
|
|
|
|
#define LAYERS_PATH_ENV "VK_LAYERS_PATH"
|
|
|
|
#define LAYER_NAMES_ENV "VK_LAYER_NAMES"
|
|
|
|
#ifndef DEFAULT_VK_DRIVERS_PATH
|
2015-02-04 18:22:39 +00:00
|
|
|
// TODO: Is this a good default location?
|
|
|
|
// Need to search for both 32bit and 64bit ICDs
|
2015-04-08 21:36:08 +00:00
|
|
|
#define DEFAULT_VK_DRIVERS_PATH "C:\\Windows\\System32"
|
2015-02-04 18:22:39 +00:00
|
|
|
// TODO/TBD: Is this an appropriate prefix for Windows?
|
2015-04-08 21:36:08 +00:00
|
|
|
#define VK_DRIVER_LIBRARY_PREFIX "VK_"
|
2015-04-10 00:07:15 +00:00
|
|
|
#define VK_DRIVER_LIBRARY_PREFIX_LEN 3
|
2015-02-04 18:22:39 +00:00
|
|
|
// TODO/TBD: Is this an appropriate suffix for Windows?
|
2015-04-08 21:36:08 +00:00
|
|
|
#define VK_LAYER_LIBRARY_PREFIX "VKLayer"
|
2015-04-24 21:10:50 +00:00
|
|
|
#define VK_LAYER_LIBRARY_PREFIX_LEN 7
|
2015-04-08 21:36:08 +00:00
|
|
|
#define VK_LIBRARY_SUFFIX ".dll"
|
|
|
|
#define VK_LIBRARY_SUFFIX_LEN 4
|
|
|
|
#endif // DEFAULT_VK_DRIVERS_PATH
|
|
|
|
#ifndef DEFAULT_VK_LAYERS_PATH
|
2015-02-04 18:22:39 +00:00
|
|
|
// TODO: Is this a good default location?
|
2015-04-08 21:36:08 +00:00
|
|
|
#define DEFAULT_VK_LAYERS_PATH "C:\\Windows\\System32"
|
|
|
|
#endif // DEFAULT_VK_LAYERS_PATH
|
2015-02-04 18:22:39 +00:00
|
|
|
|
Can compile "loader" and "layers" on Windows and Linux ...
These directories build and are partially turned-on on Windows, using the "tri"
demo (follow-on commit) and a "NULL driver" that was created out of the
sample/Intel driver. The GetProcAddress() is not yet finding symbols in the
NULL driver.
For now:
- "C:\Windows\System32" is the default XGL driver directory. The getenv()
isn't yet working. I suggest creating your own #define in order to point to
where a driver is.
- In order to recognize a Windows driver, we must look at both its prefix and
suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll).
- We autogenerate Windows ".def" files for the layers. Additional info is:
- This is necessary in order for a DLL to export symbols that can be queried
using GetProcAddress(). We can't use the normal Windows approach of
declaring these functions using "__declspec(dllexport)", because these
functions are declared in "xgl.h".
- This involves adding and running the new "xgl-win-def-file-generate.py"
file.
- NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the
xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint).
Generating them is pretty simple.
NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following:
- Install VisualStudio 2013 Professional
- Install CMake from: http://www.cmake.org/cmake/resources/software.html
- I let it add itself to the system PATH environment variable.
- Install Python 3 from: https://www.python.org/downloads
- I let it add itself to the system PATH environment variable.
- Obtain the Git repository, checkout the "ian-150127-WinBuild" branch.
- Using a Cygwin shell: I did the following:
- "cd" to the top-level directory (i.e. the one that contains the ".git"
directory).
- "mkdir _out64"
- "cd _out64"
- "cmake -G "Visual Studio 12 Win64" .."
- At this point, I used WindowsExplorer to open the "XGL.sln" file. I can
build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the
normal "F7". I had to right-click the "ALL_BUILD" project, go to
Properties->Debugging and change the debug Command and Working Directory to
point to "tri.exe" and where the executable are. At this point, I can debug
(using the normal "F5" shortcut).
2015-01-14 00:52:38 +00:00
|
|
|
// C99:
|
|
|
|
// Microsoft didn't implement C99 in Visual Studio; but started adding it with
|
|
|
|
// VS2013. However, VS2013 still didn't have snprintf(). The following is a
|
2015-02-04 19:06:46 +00:00
|
|
|
// work-around (Note: The _CRT_SECURE_NO_WARNINGS macro must be set in the
|
|
|
|
// "CMakeLists.txt" file).
|
Can compile "loader" and "layers" on Windows and Linux ...
These directories build and are partially turned-on on Windows, using the "tri"
demo (follow-on commit) and a "NULL driver" that was created out of the
sample/Intel driver. The GetProcAddress() is not yet finding symbols in the
NULL driver.
For now:
- "C:\Windows\System32" is the default XGL driver directory. The getenv()
isn't yet working. I suggest creating your own #define in order to point to
where a driver is.
- In order to recognize a Windows driver, we must look at both its prefix and
suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll).
- We autogenerate Windows ".def" files for the layers. Additional info is:
- This is necessary in order for a DLL to export symbols that can be queried
using GetProcAddress(). We can't use the normal Windows approach of
declaring these functions using "__declspec(dllexport)", because these
functions are declared in "xgl.h".
- This involves adding and running the new "xgl-win-def-file-generate.py"
file.
- NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the
xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint).
Generating them is pretty simple.
NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following:
- Install VisualStudio 2013 Professional
- Install CMake from: http://www.cmake.org/cmake/resources/software.html
- I let it add itself to the system PATH environment variable.
- Install Python 3 from: https://www.python.org/downloads
- I let it add itself to the system PATH environment variable.
- Obtain the Git repository, checkout the "ian-150127-WinBuild" branch.
- Using a Cygwin shell: I did the following:
- "cd" to the top-level directory (i.e. the one that contains the ".git"
directory).
- "mkdir _out64"
- "cd _out64"
- "cmake -G "Visual Studio 12 Win64" .."
- At this point, I used WindowsExplorer to open the "XGL.sln" file. I can
build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the
normal "F7". I had to right-click the "ALL_BUILD" project, go to
Properties->Debugging and change the debug Command and Working Directory to
point to "tri.exe" and where the executable are. At this point, I can debug
(using the normal "F5" shortcut).
2015-01-14 00:52:38 +00:00
|
|
|
#define snprintf _snprintf
|
2015-02-11 21:24:02 +00:00
|
|
|
#define PRINTF_SIZE_T_SPECIFIER "%Iu"
|
Can compile "loader" and "layers" on Windows and Linux ...
These directories build and are partially turned-on on Windows, using the "tri"
demo (follow-on commit) and a "NULL driver" that was created out of the
sample/Intel driver. The GetProcAddress() is not yet finding symbols in the
NULL driver.
For now:
- "C:\Windows\System32" is the default XGL driver directory. The getenv()
isn't yet working. I suggest creating your own #define in order to point to
where a driver is.
- In order to recognize a Windows driver, we must look at both its prefix and
suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll).
- We autogenerate Windows ".def" files for the layers. Additional info is:
- This is necessary in order for a DLL to export symbols that can be queried
using GetProcAddress(). We can't use the normal Windows approach of
declaring these functions using "__declspec(dllexport)", because these
functions are declared in "xgl.h".
- This involves adding and running the new "xgl-win-def-file-generate.py"
file.
- NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the
xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint).
Generating them is pretty simple.
NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following:
- Install VisualStudio 2013 Professional
- Install CMake from: http://www.cmake.org/cmake/resources/software.html
- I let it add itself to the system PATH environment variable.
- Install Python 3 from: https://www.python.org/downloads
- I let it add itself to the system PATH environment variable.
- Obtain the Git repository, checkout the "ian-150127-WinBuild" branch.
- Using a Cygwin shell: I did the following:
- "cd" to the top-level directory (i.e. the one that contains the ".git"
directory).
- "mkdir _out64"
- "cd _out64"
- "cmake -G "Visual Studio 12 Win64" .."
- At this point, I used WindowsExplorer to open the "XGL.sln" file. I can
build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the
normal "F7". I had to right-click the "ALL_BUILD" project, go to
Properties->Debugging and change the debug Command and Working Directory to
point to "tri.exe" and where the executable are. At this point, I can debug
(using the normal "F5" shortcut).
2015-01-14 00:52:38 +00:00
|
|
|
// Microsoft also doesn't have basename(). Paths are different on Windows, and
|
|
|
|
// so this is just a temporary solution in order to get us compiling, so that we
|
|
|
|
// can test some scenarios, and develop the correct solution for Windows.
|
|
|
|
// TODO: Develop a better, permanent solution for Windows, to replace this
|
|
|
|
// temporary code:
|
|
|
|
static char *basename(char *pathname)
|
|
|
|
{
|
|
|
|
char *current, *next;
|
|
|
|
|
|
|
|
// TODO/TBD: Do we need to deal with the Windows's ":" character?
|
|
|
|
|
2015-02-04 18:22:39 +00:00
|
|
|
#define DIRECTORY_SYMBOL_CHAR '\\'
|
Can compile "loader" and "layers" on Windows and Linux ...
These directories build and are partially turned-on on Windows, using the "tri"
demo (follow-on commit) and a "NULL driver" that was created out of the
sample/Intel driver. The GetProcAddress() is not yet finding symbols in the
NULL driver.
For now:
- "C:\Windows\System32" is the default XGL driver directory. The getenv()
isn't yet working. I suggest creating your own #define in order to point to
where a driver is.
- In order to recognize a Windows driver, we must look at both its prefix and
suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll).
- We autogenerate Windows ".def" files for the layers. Additional info is:
- This is necessary in order for a DLL to export symbols that can be queried
using GetProcAddress(). We can't use the normal Windows approach of
declaring these functions using "__declspec(dllexport)", because these
functions are declared in "xgl.h".
- This involves adding and running the new "xgl-win-def-file-generate.py"
file.
- NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the
xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint).
Generating them is pretty simple.
NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following:
- Install VisualStudio 2013 Professional
- Install CMake from: http://www.cmake.org/cmake/resources/software.html
- I let it add itself to the system PATH environment variable.
- Install Python 3 from: https://www.python.org/downloads
- I let it add itself to the system PATH environment variable.
- Obtain the Git repository, checkout the "ian-150127-WinBuild" branch.
- Using a Cygwin shell: I did the following:
- "cd" to the top-level directory (i.e. the one that contains the ".git"
directory).
- "mkdir _out64"
- "cd _out64"
- "cmake -G "Visual Studio 12 Win64" .."
- At this point, I used WindowsExplorer to open the "XGL.sln" file. I can
build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the
normal "F7". I had to right-click the "ALL_BUILD" project, go to
Properties->Debugging and change the debug Command and Working Directory to
point to "tri.exe" and where the executable are. At this point, I can debug
(using the normal "F5" shortcut).
2015-01-14 00:52:38 +00:00
|
|
|
for (current = pathname; *current != '\0'; current = next) {
|
2015-02-04 18:22:39 +00:00
|
|
|
next = strchr(current, DIRECTORY_SYMBOL_CHAR);
|
Can compile "loader" and "layers" on Windows and Linux ...
These directories build and are partially turned-on on Windows, using the "tri"
demo (follow-on commit) and a "NULL driver" that was created out of the
sample/Intel driver. The GetProcAddress() is not yet finding symbols in the
NULL driver.
For now:
- "C:\Windows\System32" is the default XGL driver directory. The getenv()
isn't yet working. I suggest creating your own #define in order to point to
where a driver is.
- In order to recognize a Windows driver, we must look at both its prefix and
suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll).
- We autogenerate Windows ".def" files for the layers. Additional info is:
- This is necessary in order for a DLL to export symbols that can be queried
using GetProcAddress(). We can't use the normal Windows approach of
declaring these functions using "__declspec(dllexport)", because these
functions are declared in "xgl.h".
- This involves adding and running the new "xgl-win-def-file-generate.py"
file.
- NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the
xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint).
Generating them is pretty simple.
NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following:
- Install VisualStudio 2013 Professional
- Install CMake from: http://www.cmake.org/cmake/resources/software.html
- I let it add itself to the system PATH environment variable.
- Install Python 3 from: https://www.python.org/downloads
- I let it add itself to the system PATH environment variable.
- Obtain the Git repository, checkout the "ian-150127-WinBuild" branch.
- Using a Cygwin shell: I did the following:
- "cd" to the top-level directory (i.e. the one that contains the ".git"
directory).
- "mkdir _out64"
- "cd _out64"
- "cmake -G "Visual Studio 12 Win64" .."
- At this point, I used WindowsExplorer to open the "XGL.sln" file. I can
build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the
normal "F7". I had to right-click the "ALL_BUILD" project, go to
Properties->Debugging and change the debug Command and Working Directory to
point to "tri.exe" and where the executable are. At this point, I can debug
(using the normal "F5" shortcut).
2015-01-14 00:52:38 +00:00
|
|
|
if (next == NULL) {
|
2015-02-04 18:22:39 +00:00
|
|
|
// No more DIRECTORY_SYMBOL_CHAR's so return p:
|
Can compile "loader" and "layers" on Windows and Linux ...
These directories build and are partially turned-on on Windows, using the "tri"
demo (follow-on commit) and a "NULL driver" that was created out of the
sample/Intel driver. The GetProcAddress() is not yet finding symbols in the
NULL driver.
For now:
- "C:\Windows\System32" is the default XGL driver directory. The getenv()
isn't yet working. I suggest creating your own #define in order to point to
where a driver is.
- In order to recognize a Windows driver, we must look at both its prefix and
suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll).
- We autogenerate Windows ".def" files for the layers. Additional info is:
- This is necessary in order for a DLL to export symbols that can be queried
using GetProcAddress(). We can't use the normal Windows approach of
declaring these functions using "__declspec(dllexport)", because these
functions are declared in "xgl.h".
- This involves adding and running the new "xgl-win-def-file-generate.py"
file.
- NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the
xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint).
Generating them is pretty simple.
NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following:
- Install VisualStudio 2013 Professional
- Install CMake from: http://www.cmake.org/cmake/resources/software.html
- I let it add itself to the system PATH environment variable.
- Install Python 3 from: https://www.python.org/downloads
- I let it add itself to the system PATH environment variable.
- Obtain the Git repository, checkout the "ian-150127-WinBuild" branch.
- Using a Cygwin shell: I did the following:
- "cd" to the top-level directory (i.e. the one that contains the ".git"
directory).
- "mkdir _out64"
- "cd _out64"
- "cmake -G "Visual Studio 12 Win64" .."
- At this point, I used WindowsExplorer to open the "XGL.sln" file. I can
build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the
normal "F7". I had to right-click the "ALL_BUILD" project, go to
Properties->Debugging and change the debug Command and Working Directory to
point to "tri.exe" and where the executable are. At this point, I can debug
(using the normal "F5" shortcut).
2015-01-14 00:52:38 +00:00
|
|
|
return current;
|
|
|
|
} else {
|
2015-02-04 18:22:39 +00:00
|
|
|
// Point one character past the DIRECTORY_SYMBOL_CHAR:
|
Can compile "loader" and "layers" on Windows and Linux ...
These directories build and are partially turned-on on Windows, using the "tri"
demo (follow-on commit) and a "NULL driver" that was created out of the
sample/Intel driver. The GetProcAddress() is not yet finding symbols in the
NULL driver.
For now:
- "C:\Windows\System32" is the default XGL driver directory. The getenv()
isn't yet working. I suggest creating your own #define in order to point to
where a driver is.
- In order to recognize a Windows driver, we must look at both its prefix and
suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll).
- We autogenerate Windows ".def" files for the layers. Additional info is:
- This is necessary in order for a DLL to export symbols that can be queried
using GetProcAddress(). We can't use the normal Windows approach of
declaring these functions using "__declspec(dllexport)", because these
functions are declared in "xgl.h".
- This involves adding and running the new "xgl-win-def-file-generate.py"
file.
- NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the
xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint).
Generating them is pretty simple.
NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following:
- Install VisualStudio 2013 Professional
- Install CMake from: http://www.cmake.org/cmake/resources/software.html
- I let it add itself to the system PATH environment variable.
- Install Python 3 from: https://www.python.org/downloads
- I let it add itself to the system PATH environment variable.
- Obtain the Git repository, checkout the "ian-150127-WinBuild" branch.
- Using a Cygwin shell: I did the following:
- "cd" to the top-level directory (i.e. the one that contains the ".git"
directory).
- "mkdir _out64"
- "cd _out64"
- "cmake -G "Visual Studio 12 Win64" .."
- At this point, I used WindowsExplorer to open the "XGL.sln" file. I can
build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the
normal "F7". I had to right-click the "ALL_BUILD" project, go to
Properties->Debugging and change the debug Command and Working Directory to
point to "tri.exe" and where the executable are. At this point, I can debug
(using the normal "F5" shortcut).
2015-01-14 00:52:38 +00:00
|
|
|
next++;
|
|
|
|
}
|
|
|
|
}
|
2015-02-04 19:06:46 +00:00
|
|
|
// We shouldn't get to here, but this makes the compiler happy:
|
|
|
|
return current;
|
Can compile "loader" and "layers" on Windows and Linux ...
These directories build and are partially turned-on on Windows, using the "tri"
demo (follow-on commit) and a "NULL driver" that was created out of the
sample/Intel driver. The GetProcAddress() is not yet finding symbols in the
NULL driver.
For now:
- "C:\Windows\System32" is the default XGL driver directory. The getenv()
isn't yet working. I suggest creating your own #define in order to point to
where a driver is.
- In order to recognize a Windows driver, we must look at both its prefix and
suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll).
- We autogenerate Windows ".def" files for the layers. Additional info is:
- This is necessary in order for a DLL to export symbols that can be queried
using GetProcAddress(). We can't use the normal Windows approach of
declaring these functions using "__declspec(dllexport)", because these
functions are declared in "xgl.h".
- This involves adding and running the new "xgl-win-def-file-generate.py"
file.
- NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the
xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint).
Generating them is pretty simple.
NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following:
- Install VisualStudio 2013 Professional
- Install CMake from: http://www.cmake.org/cmake/resources/software.html
- I let it add itself to the system PATH environment variable.
- Install Python 3 from: https://www.python.org/downloads
- I let it add itself to the system PATH environment variable.
- Obtain the Git repository, checkout the "ian-150127-WinBuild" branch.
- Using a Cygwin shell: I did the following:
- "cd" to the top-level directory (i.e. the one that contains the ".git"
directory).
- "mkdir _out64"
- "cd _out64"
- "cmake -G "Visual Studio 12 Win64" .."
- At this point, I used WindowsExplorer to open the "XGL.sln" file. I can
build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the
normal "F7". I had to right-click the "ALL_BUILD" project, go to
Properties->Debugging and change the debug Command and Working Directory to
point to "tri.exe" and where the executable are. At this point, I can debug
(using the normal "F5" shortcut).
2015-01-14 00:52:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Dynamic Loading:
|
|
|
|
typedef HMODULE loader_platform_dl_handle;
|
|
|
|
static loader_platform_dl_handle loader_platform_open_library(const char* libPath)
|
|
|
|
{
|
|
|
|
return LoadLibrary(libPath);
|
|
|
|
}
|
|
|
|
static char * loader_platform_open_library_error(const char* libPath)
|
|
|
|
{
|
|
|
|
static char errorMsg[120];
|
|
|
|
snprintf(errorMsg, 119, "Failed to open dynamic library \"%s\"", libPath);
|
|
|
|
return errorMsg;
|
|
|
|
}
|
|
|
|
static void loader_platform_close_library(loader_platform_dl_handle library)
|
|
|
|
{
|
|
|
|
FreeLibrary(library);
|
|
|
|
}
|
|
|
|
static void * loader_platform_get_proc_address(loader_platform_dl_handle library,
|
|
|
|
const char *name)
|
|
|
|
{
|
|
|
|
assert(library);
|
|
|
|
assert(name);
|
|
|
|
return GetProcAddress(library, name);
|
|
|
|
}
|
|
|
|
static char * loader_platform_get_proc_address_error(const char *name)
|
|
|
|
{
|
|
|
|
static char errorMsg[120];
|
|
|
|
snprintf(errorMsg, 119, "Failed to find function \"%s\" in dynamic library", name);
|
|
|
|
return errorMsg;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Threads:
|
|
|
|
typedef HANDLE loader_platform_thread;
|
|
|
|
#define LOADER_PLATFORM_THREAD_ONCE_DECLARATION(var) \
|
|
|
|
INIT_ONCE var = INIT_ONCE_STATIC_INIT;
|
2015-02-23 23:23:13 +00:00
|
|
|
static BOOL CALLBACK InitFuncWrapper(PINIT_ONCE InitOnce, PVOID Parameter, PVOID *Context)
|
|
|
|
{
|
|
|
|
void (*func)(void) = (void (*)(void))Parameter;
|
|
|
|
func();
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
Can compile "loader" and "layers" on Windows and Linux ...
These directories build and are partially turned-on on Windows, using the "tri"
demo (follow-on commit) and a "NULL driver" that was created out of the
sample/Intel driver. The GetProcAddress() is not yet finding symbols in the
NULL driver.
For now:
- "C:\Windows\System32" is the default XGL driver directory. The getenv()
isn't yet working. I suggest creating your own #define in order to point to
where a driver is.
- In order to recognize a Windows driver, we must look at both its prefix and
suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll).
- We autogenerate Windows ".def" files for the layers. Additional info is:
- This is necessary in order for a DLL to export symbols that can be queried
using GetProcAddress(). We can't use the normal Windows approach of
declaring these functions using "__declspec(dllexport)", because these
functions are declared in "xgl.h".
- This involves adding and running the new "xgl-win-def-file-generate.py"
file.
- NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the
xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint).
Generating them is pretty simple.
NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following:
- Install VisualStudio 2013 Professional
- Install CMake from: http://www.cmake.org/cmake/resources/software.html
- I let it add itself to the system PATH environment variable.
- Install Python 3 from: https://www.python.org/downloads
- I let it add itself to the system PATH environment variable.
- Obtain the Git repository, checkout the "ian-150127-WinBuild" branch.
- Using a Cygwin shell: I did the following:
- "cd" to the top-level directory (i.e. the one that contains the ".git"
directory).
- "mkdir _out64"
- "cd _out64"
- "cmake -G "Visual Studio 12 Win64" .."
- At this point, I used WindowsExplorer to open the "XGL.sln" file. I can
build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the
normal "F7". I had to right-click the "ALL_BUILD" project, go to
Properties->Debugging and change the debug Command and Working Directory to
point to "tri.exe" and where the executable are. At this point, I can debug
(using the normal "F5" shortcut).
2015-01-14 00:52:38 +00:00
|
|
|
static void loader_platform_thread_once(void *ctl, void (* func) (void))
|
|
|
|
{
|
|
|
|
assert(func != NULL);
|
|
|
|
assert(ctl != NULL);
|
2015-02-23 23:23:13 +00:00
|
|
|
InitOnceExecuteOnce((PINIT_ONCE) ctl, InitFuncWrapper, func, NULL);
|
Can compile "loader" and "layers" on Windows and Linux ...
These directories build and are partially turned-on on Windows, using the "tri"
demo (follow-on commit) and a "NULL driver" that was created out of the
sample/Intel driver. The GetProcAddress() is not yet finding symbols in the
NULL driver.
For now:
- "C:\Windows\System32" is the default XGL driver directory. The getenv()
isn't yet working. I suggest creating your own #define in order to point to
where a driver is.
- In order to recognize a Windows driver, we must look at both its prefix and
suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll).
- We autogenerate Windows ".def" files for the layers. Additional info is:
- This is necessary in order for a DLL to export symbols that can be queried
using GetProcAddress(). We can't use the normal Windows approach of
declaring these functions using "__declspec(dllexport)", because these
functions are declared in "xgl.h".
- This involves adding and running the new "xgl-win-def-file-generate.py"
file.
- NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the
xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint).
Generating them is pretty simple.
NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following:
- Install VisualStudio 2013 Professional
- Install CMake from: http://www.cmake.org/cmake/resources/software.html
- I let it add itself to the system PATH environment variable.
- Install Python 3 from: https://www.python.org/downloads
- I let it add itself to the system PATH environment variable.
- Obtain the Git repository, checkout the "ian-150127-WinBuild" branch.
- Using a Cygwin shell: I did the following:
- "cd" to the top-level directory (i.e. the one that contains the ".git"
directory).
- "mkdir _out64"
- "cd _out64"
- "cmake -G "Visual Studio 12 Win64" .."
- At this point, I used WindowsExplorer to open the "XGL.sln" file. I can
build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the
normal "F7". I had to right-click the "ALL_BUILD" project, go to
Properties->Debugging and change the debug Command and Working Directory to
point to "tri.exe" and where the executable are. At this point, I can debug
(using the normal "F5" shortcut).
2015-01-14 00:52:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Thread IDs:
|
|
|
|
typedef DWORD loader_platform_thread_id;
|
|
|
|
static loader_platform_thread_id loader_platform_get_thread_id()
|
|
|
|
{
|
|
|
|
return GetCurrentThreadId();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Thread mutex:
|
|
|
|
typedef CRITICAL_SECTION loader_platform_thread_mutex;
|
|
|
|
static void loader_platform_thread_create_mutex(loader_platform_thread_mutex* pMutex)
|
|
|
|
{
|
|
|
|
InitializeCriticalSection(pMutex);
|
|
|
|
}
|
|
|
|
static void loader_platform_thread_lock_mutex(loader_platform_thread_mutex* pMutex)
|
|
|
|
{
|
|
|
|
EnterCriticalSection(pMutex);
|
|
|
|
}
|
|
|
|
static void loader_platform_thread_unlock_mutex(loader_platform_thread_mutex* pMutex)
|
|
|
|
{
|
|
|
|
LeaveCriticalSection(pMutex);
|
|
|
|
}
|
|
|
|
static void loader_platform_thread_delete_mutex(loader_platform_thread_mutex* pMutex)
|
|
|
|
{
|
|
|
|
DeleteCriticalSection(pMutex);
|
|
|
|
}
|
|
|
|
|
2015-03-31 21:32:41 +00:00
|
|
|
// Windows Registry:
|
|
|
|
char *loader_get_registry_string(const HKEY hive,
|
|
|
|
const LPCTSTR sub_key,
|
|
|
|
const char *value);
|
|
|
|
|
Can compile "loader" and "layers" on Windows and Linux ...
These directories build and are partially turned-on on Windows, using the "tri"
demo (follow-on commit) and a "NULL driver" that was created out of the
sample/Intel driver. The GetProcAddress() is not yet finding symbols in the
NULL driver.
For now:
- "C:\Windows\System32" is the default XGL driver directory. The getenv()
isn't yet working. I suggest creating your own #define in order to point to
where a driver is.
- In order to recognize a Windows driver, we must look at both its prefix and
suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll).
- We autogenerate Windows ".def" files for the layers. Additional info is:
- This is necessary in order for a DLL to export symbols that can be queried
using GetProcAddress(). We can't use the normal Windows approach of
declaring these functions using "__declspec(dllexport)", because these
functions are declared in "xgl.h".
- This involves adding and running the new "xgl-win-def-file-generate.py"
file.
- NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the
xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint).
Generating them is pretty simple.
NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following:
- Install VisualStudio 2013 Professional
- Install CMake from: http://www.cmake.org/cmake/resources/software.html
- I let it add itself to the system PATH environment variable.
- Install Python 3 from: https://www.python.org/downloads
- I let it add itself to the system PATH environment variable.
- Obtain the Git repository, checkout the "ian-150127-WinBuild" branch.
- Using a Cygwin shell: I did the following:
- "cd" to the top-level directory (i.e. the one that contains the ".git"
directory).
- "mkdir _out64"
- "cd _out64"
- "cmake -G "Visual Studio 12 Win64" .."
- At this point, I used WindowsExplorer to open the "XGL.sln" file. I can
build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the
normal "F7". I had to right-click the "ALL_BUILD" project, go to
Properties->Debugging and change the debug Command and Working Directory to
point to "tri.exe" and where the executable are. At this point, I can debug
(using the normal "F5" shortcut).
2015-01-14 00:52:38 +00:00
|
|
|
#else // defined(_WIN32)
|
|
|
|
|
|
|
|
#error The "loader_platform.h" file must be modified for this OS.
|
|
|
|
|
|
|
|
// NOTE: In order to support another OS, an #elif needs to be added (above the
|
|
|
|
// "#else // defined(_WIN32)") for that OS, and OS-specific versions of the
|
|
|
|
// contents of this file must be created.
|
|
|
|
|
|
|
|
// NOTE: Other OS-specific changes are also needed for this OS. Search for
|
|
|
|
// files with "WIN32" in it, as a quick way to find files that must be changed.
|
|
|
|
|
|
|
|
#endif // defined(_WIN32)
|
|
|
|
|
2015-02-13 00:08:34 +00:00
|
|
|
#else /* LOADER_PLATFORM_H */
|
|
|
|
#ifndef LOADER_PLATFORM_H_TEMP
|
|
|
|
#define LOADER_PLATFORM_H_TEMP
|
|
|
|
|
|
|
|
// NOTE: The following are hopefully-temporary macros to ensure that people
|
|
|
|
// don't forget to use the loader_platform_*() functions above:
|
|
|
|
|
|
|
|
#if defined(__linux__)
|
|
|
|
/* Linux-specific common code: */
|
|
|
|
|
|
|
|
// Dynamic Loading:
|
|
|
|
#define dlopen PLEASE USE THE loader_platform_open_library() FUNCTION
|
|
|
|
#define dlerror PLEASE DO NOT USE THE dlerror() FUNCTION DIRECTLY
|
|
|
|
#define dlclose PLEASE USE THE loader_platform_close_library() FUNCTION
|
|
|
|
#define dlsym PLEASE USE THE loader_platform_get_proc_address() FUNCTION
|
|
|
|
|
|
|
|
// Threads:
|
|
|
|
#define pthread_once PLEASE USE THE loader_platform_thread_once() FUNCTION
|
|
|
|
#define pthread_self PLEASE USE THE loader_platform_get_thread_id() FUNCTION
|
|
|
|
|
|
|
|
// Thread mutex:
|
|
|
|
#define pthread_mutex_init PLEASE USE THE loader_platform_thread_create_mutex() FUNCTION
|
|
|
|
#define pthread_mutex_lock PLEASE USE THE loader_platform_thread_lock_mutex() FUNCTION
|
|
|
|
#define pthread_mutex_unlock PLEASE USE THE loader_platform_thread_unlock_mutex() FUNCTION
|
|
|
|
#define pthread_mutex_destroy PLEASE USE THE loader_platform_thread_delete_mutex() FUNCTION
|
|
|
|
|
|
|
|
|
|
|
|
#elif defined(_WIN32) // defined(__linux__)
|
|
|
|
/* Windows-specific common code: */
|
|
|
|
|
|
|
|
// Dynamic Loading:
|
|
|
|
//#define LoadLibrary PLEASE USE THE loader_platform_open_library() FUNCTION
|
|
|
|
#define FreeLibrary PLEASE USE THE loader_platform_close_library() FUNCTION
|
|
|
|
#define GetProcAddress PLEASE USE THE loader_platform_get_proc_address() FUNCTION
|
|
|
|
|
|
|
|
// Threads:
|
|
|
|
#define InitOnceExecuteOnce PLEASE USE THE loader_platform_thread_once() FUNCTION
|
|
|
|
#define GetCurrentThreadId PLEASE USE THE loader_platform_get_thread_id() FUNCTION
|
|
|
|
|
|
|
|
// Thread mutex:
|
|
|
|
#define InitializeCriticalSection PLEASE USE THE loader_platform_thread_create_mutex() FUNCTION
|
|
|
|
#define EnterCriticalSection PLEASE USE THE loader_platform_thread_lock_mutex() FUNCTION
|
|
|
|
#define LeaveCriticalSection PLEASE USE THE loader_platform_thread_unlock_mutex() FUNCTION
|
|
|
|
#define DeleteCriticalSection PLEASE USE THE loader_platform_thread_delete_mutex() FUNCTION
|
|
|
|
|
|
|
|
|
|
|
|
#endif // defined(_WIN32)
|
|
|
|
#endif /* LOADER_PLATFORM_H_TEMP */
|
Can compile "loader" and "layers" on Windows and Linux ...
These directories build and are partially turned-on on Windows, using the "tri"
demo (follow-on commit) and a "NULL driver" that was created out of the
sample/Intel driver. The GetProcAddress() is not yet finding symbols in the
NULL driver.
For now:
- "C:\Windows\System32" is the default XGL driver directory. The getenv()
isn't yet working. I suggest creating your own #define in order to point to
where a driver is.
- In order to recognize a Windows driver, we must look at both its prefix and
suffix (i.e. it is named "XGL_*.dll", e.g. "XGL_i965.dll).
- We autogenerate Windows ".def" files for the layers. Additional info is:
- This is necessary in order for a DLL to export symbols that can be queried
using GetProcAddress(). We can't use the normal Windows approach of
declaring these functions using "__declspec(dllexport)", because these
functions are declared in "xgl.h".
- This involves adding and running the new "xgl-win-def-file-generate.py"
file.
- NOTE: Layers don't have the xglInitAndEnumerateGpus() entrypoint, just the
xglGetProcAddr() entrypoint (and now the xglEnumerateLayers() entrypoint).
Generating them is pretty simple.
NOTE: In order to build on a 64-bit Windows 7/8 system, I did the following:
- Install VisualStudio 2013 Professional
- Install CMake from: http://www.cmake.org/cmake/resources/software.html
- I let it add itself to the system PATH environment variable.
- Install Python 3 from: https://www.python.org/downloads
- I let it add itself to the system PATH environment variable.
- Obtain the Git repository, checkout the "ian-150127-WinBuild" branch.
- Using a Cygwin shell: I did the following:
- "cd" to the top-level directory (i.e. the one that contains the ".git"
directory).
- "mkdir _out64"
- "cd _out64"
- "cmake -G "Visual Studio 12 Win64" .."
- At this point, I used WindowsExplorer to open the "XGL.sln" file. I can
build. CMake causes the build shortcut to be "Ctrl-Shift-B" instead of the
normal "F7". I had to right-click the "ALL_BUILD" project, go to
Properties->Debugging and change the debug Command and Working Directory to
point to "tri.exe" and where the executable are. At this point, I can debug
(using the normal "F5" shortcut).
2015-01-14 00:52:38 +00:00
|
|
|
#endif /* LOADER_PLATFORM_H */
|