Thanks

No, it’s not, I’ve traced down the SwapBuffer function , what the swap does is flushing all the commands in the buffer and rasterizing the vertices to pixels.

But I didn’t find anything related displaying those pixels to the screen.

I wonder whether this unknown displaying function is time driven or event driven.

Thanks again for replying.

 


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Sent: 2006
1031 11:10
To: [EMAIL PROTECTED]
Subject: Re: [Mesa3d-dev] when does mesa read pixels from the color buffer?

 

Sounds like he's looking for the Swap function that is defined for each OS or windowing system api.

 

-Dee Sharpe 

 

 
-----Original Message-----
From: [EMAIL PROTECTED]
To: mesa3d-dev@lists.sourceforge.net
Sent: Sat, 28 Oct 2006 6:12 PM
Subject: Re: [Mesa3d-dev] when does mesa read pixels from the color buffer?

    Thanks very much for replying, Brian

    I'm so sorry, My English is so poor that I can't even describe my

question clear.

    Here by "fetching pixels", I didn't mean the function invoked when using

"glReadPixels" explicitly in the application, I don't have a "glReadPixels"

call  in my application code.

    I mean, when the pipelines have finished rasterizing the vertices and

store the pixels into the framebuffer, all the data are in the memory,

nothing is displayed on the screen, my question is which function is invoked

to display those pixels on the screen so that we can see.

    I don't know whether I've show my problem clear or not. I just want to

learn how OpenGL interact with the graphics card and the Operating system

through this great work (Mesa) you've done.

    Thanks again.

   

    -----Original Message-----

  From: Brian Paul [mailto:[EMAIL PROTECTED]]

  Sent: 2006?10?28? 23:30

  To: xiaoshuxing

  Cc: mesa3d-dev@lists.sourceforge.net

  Subject: Re: [Mesa3d-dev] when does mesa read pixels from the color

buffer?

   

    xiaoshuxing wrote:

    > Hello. Everybody:

    >

    > I’ve been reading the source code of mesa recently, and what puzzles

me

    > a lot is that I can’t find the function to fetch pixels from the color

 

    > buffer when rendering to the screen.

    >

    > I’ve set several breakpoints in the file

    > “s_span.c(_swrast_read_rgba_span,_swrast_get_values, _swrast_get_row)”

 

    > ,“wmesa.c(read_rgba_pixels(/spans)_32)”, which I thought have the most

 

    > possibility to be the right one, but none of them was hit when I was

    > running in the debug mode in Visual studio.net 2005.

    >

    > So is there anybody who can give me a clue that which function may be

    > invoked when the application reads pixels from framebuffer and render

it

    > to the screen.

    >

    > any help will be appreciated.

   

    One of several different paths may be taken to implement glReadPixels:

   

    1. The driver might plug in a hardware-specific ReadPixels routine

    into ctx->Driver.ReadPixels().  I don't think the Windows driver does

    that.

   

    2. The swrast module can try an optimized routine, like

    fast_read_rgba_pixels() (in s_readpix.c) for simple cases.

   

    3. If neither of those is used, the swrast module will basically use

    _swrast_read_rgba_span() to read pixels a row at a time, before

    applying the pixel transfer operations.

   

    If you stop your debugger in _mesa_ReadPixels() it should be easy to

    trace the path.

   

    -Brian

   

 

 

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