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wouldn't compile. Not sure how that slipped through before but it should work now.
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src/mesa/glapi. Basically, the scripts that did simple things (like
gl_offsets.py) were simple, and the scripts that did more complicated things
(like glX_proto_send.py) were getting progressively more and more out of
control. So, I re-write the foundation classes on which everything is based.
One problem with the existing code is that the division between the GL API
database representation and the way the output code is generated was either
blury or nonexistant. The new code somewhat follows the
Model-View-Controller pattern, minus the Controller. There is a distinct
set of classes that model the API data, and there is a distinct set of
classes that generate code from that data.
One big change is in the class that represents GL functions (was glFunction,
is now gl_function). There used to be an instance of this calls for each
function and for each alias to that function. For example, there was an
instance for PointParameterivSGIS, PointParameterivEXT, PointParameterivARB,
and PointParameteriv. In the new code, there is one instance. Each
instance has a list of entrypoint names for the function. In the next
revision, this will allow a couple useful things. The script will be able
to verify that the parameters, return type, and GLX protocol for a function
and all it's aliases match.
It will also allow aliases to be represented in the XML more compactly.
Instead of repeating all the information, an alias can be listed as:
<function name="PointParameterivARB" alias="PointParameterivEXT"/>
Because the data representation was changed, the order that the alias
functions are processed by the scripts also changed. This accounts for at
least 2,700 of the ~3,600 lines of diffs in the generated code.
Most of the remaining ~900 lines of diffs are the result of bugs *fixed* by
the new scripts. The old scripts also generated code with some bugs in it.
These bugs were discovered while the new code was being written.
These changes were discussed on the mesa3d-dev mailing list back at the end
of May:
http://marc.theaimsgroup.com/?t=111714569000004&r=1&w=2
Xorg bug: 3197, 3208
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extension that was missing the GL_ part and uses the core GL type names for
vertex buffer object functions instead of the ARB names.
Also commits the resulting changes to the generated code. Some how, the
#if sequence disappeared in the 1.52 version of glapi_x86.S.
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'GLvoid *'). This fixes the GLX protocol for glGetProgramStringARB. This
fixes bugzilla #2747.
Remove the 'ignore="true"' from glVertexAttrib4bvARB. This fixes bugzilla
#2746.
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for these extensions (as well as ARB_vertex_program and ARB_matrix_palette)
was just approved by the ARB on 8-Mar-2005. Now the only extension missing
for 1.5 support is ARB_vertex_buffer_object.
The opcodes for ARB_matrix_palette were also added to gl_API.xml. Since
this extension isn't supported by Mesa, no code is generated for it. Some
tabs were also converted to spaces in the comment for
GetCompressedTexImageARB.
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ARB_fragment_program_shadow, ARB_vertex_program, NV_fragment_program,
NV_fragment_program_option, NV_fragment_program2, NV_vertex_program,
NV_vertex_program1_1, NV_vertex_program2, NV_vertex_program2_option,
NV_vertex_program3, and ATI_text_fragment_shader.
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with the '-m init_c' option.
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Convert GL 1.4 function names to EXT_blend_func_separate names.
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Convert GL 1.4 / ARB_point_parameter function names to EXT_point_parameter /
NV_point_sprite names.
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Move "handcoded" ARB_window_pos / MESA_window_pos functions to their own
file. Modify the ARB_window_pos functions to use the MESA_window_pos names.
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Move EXT_vertex_array wrapper functions from indirect_init.c to vertarr.c.
Fix problems with EXT_multi_draw_arrays function names.
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Eliminate the need for indirect_wrap.h and NEED_GL_FUNCS_WRAPPED.
Basically, this means prepending __indirect_ to all the definitions and
calls of GL functions that don't already have it.
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Convert GL_ARB_texture_compression related functions to use the extension
version of the names instead of the GL 1.3 versions.
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by adding 'glx/x11' to SRC_DIRS in your build config.
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