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than the python generators
Specifically:
#include "glapitable.h" in src/mesa/main/glapi/dispatch.h
Call _mesa_bsearch() in src/mesa/main/enums.c.
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See bug 18445.
When getting array results, __glXReadReply() always reads a multiple of
four bytes. This can cause writing to invalid memory when 'n' is not a
multiple of four.
Special-case the glAreTexturesResident() functions now.
To fix the bug, we use a temporary buffer that's a multiple of four bytes
in length.
NOTE: this commit also reverts part of commit 919ec22ecf72aa163e1b97d8c7381002131ed32c
(glx/x11: Added some #ifdef GLX_DIRECT_RENDERING protection) which
directly edited the indirect.c file rather than the python generator!
I'm not repairing that issue at this time.
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Since GL_ARB_vertex_buffer_object protocol isn't supported yet, these
changes are innocuous.
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Add entrypoints to glapi XML file and regenerate files.
Implement glStencilOpSeparateATI().
Consolidate some code in stencil.c
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Shadow sampling from texture arrays is still not implemented. Everything
else should be there, though.
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This is because (in glX_API.xml) GetVertexAttribPointerv is aliased to
GetVertexAttribPointervARB which is then aliased to GetVertexAttribPointervNV.
Make GetVertexAttribPointerv alias GetVertexAttribPointervNV directly. Patch
by Ian Romanick <idr@us.ibm.com> and regenerate.
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GL_EXT_framebuffer_blit. Enumerants in the XML schema get the GL_ prefix
added to them automatically. This resulted in things like
"GL_GL_TIME_ELAPSED_EXT" in enums.c.
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and demos are also added.
Adding basic support to drivers should be as easy as just enabling the
extension, though thorough test would also be required.
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New GLint64EXT and GLuint64EXT types (use C99's long long types).
New glGetQueryObject[u]i64vEXT() functions.
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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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multiple places don't get generated multiple times.
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functions. There are two parts to this. First, a size element with a name
"Get" is shorthand for having four separate size elements with names
"GetIntegerv", "GetDoublev", "GetFloatv", and "GetBooleanv". Additionally,
a count of "?" is treated specially. This causes a call to a handcoded
function named "__gl<base name>_variable_size". This is *only* needed to
support GL_COMPRESSED_TEXTURE_FORMATS. That enum can return a variable
number of values depending how many compressed texture formats are supported
by the implementation.
Fix a problem with glGetProgram{Local,Env}Parameter[df]vARB,
glAreProgramsResidentNV, and glGetVertexAttribivNV. These changes only
affect code generated for the server-side.
The changes to enum.c are caused by enums added for the server-side
__glGetBooleanv_size functions.
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now contains 3 static tables. The first table is a single, large string of
all the enum names. The second table is an array, sorted by enum name, of
indexes to the string table and the matching enum value. The extra string
table is used to eliminate relocs (and save space) in the compiled file.
The third table is an array, sorted by enum value, of indexes into the
second table.
The [name, enum] table contains all of the enums, but the table sorted by
enum-value does not. This table contains one entry per enum value. For
enum values that have multiple names (e.g., 0x84C0 has GL_TEXTURE0_ARB and
GL_TEXTURE0), only an index to the "best" name will appear in the table.
gl_enums.py gives precedence to "core" GL versions of names, followed by ARB
versions, followed by EXT versions, followed, finally, by vendor versions
(i.e., anything that doesn't fall into one of the previous categories). By
filtering the unneeded elements from this table, not only can we guarantee
determinism in the generated tables, but we save 364 elements in the table.
The optimizations outlined above reduced the size of the stripped enums.o
(on x86) from ~80KB to ~53KB.
The internal organization of gl_enums.py was also heavily modified.
Previously enums were stored in an unsorted list as [value, name] tuples
(basically). This list was then sorted, using a user-specified compare
function (i.e., VERY slow in most Python implementations) to generate a
table sorted by enum value. It was then sorted again, using another
user-specified compare function, to generate a table sorted by name.
Enums are now stored in a dictionary, called enum_table, with the enum value
as the key. Each dictionary element is a list of [name, priority] pairs.
The priority is determined as described above. The table sorted by enum
value is generated by sorting the keys of enum_table (i.e., very fast). The
tables sorted by name are generated by creating a list, called name_table,
of [name, enum value] pairs. This table can then be sorted by doing
name_table.sort() (i.e., very fast).
The result is a fair amount more Python code, but execution time was reduced
from ~14 seconds to ~2 seconds.
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no error detection, slow, may not be 100% correct but a good start
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Removed GLWINAPI stuff - only used (unnecessarily?) in enums.c
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1. Remove all.h and PC_HEADER junk.
2. Rolled mem.c and mem.h into imports.c and imports.h
3. Include imports.h instead of mem.h
Restore _mesa_create/initialize_context() to be like they were in 4.0.4
New wrappers for a few std C functions: _mesa_atoi(), _mesa_strstr(), etc.
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Instead of mstdio.[ch], use imports.[ch] to isolate these functions.
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of potential problems
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