[Mesa-dev] talloc (Was: Merge criteria for glsl2 branch)

Aras Pranckevicius aras at unity3d.com
Thu Aug 12 23:58:04 PDT 2010


>
> > But I perceive talloc as different from all above: it's very low level
> > and low weight library, providing very basic functionality, and upstream
> > never showed interest for Windows portability. I'd really prefer to see
> > the talloc source bundled (and only compiled on windows), as a quick way
> > to have glsl2 merged without causing windows build failures.
>
> This seems like a reasonable compromise.  Is this something that you and
> / or Aras can tackle?  I don't have a Windows build system set up, so I
> wouldn't be able to test any build system changes that I made.
>

Ok, looks like how/if to bundle talloc is still a very open question. In the
meantime, here's talloc 2.0.1 made to compile (and possibly work!) with
Visual C++ 2008 (Windows) and Xcode/gcc4.0 (Mac).

I've attached the modified talloc.c & talloc.h and the patch from original
talloc 2.0.1 (from here http://samba.org/ftp/talloc/). Caveat emptor: I only
verified this to work on my own GLSL2 fork, which does not compile in GLSL2
preprocessor, only the compiler & optimizer.

Like I said before, "full port" of talloc seems to be not needed for
compiling on Visual C++; just drop in talloc.h & talloc.c into the project
and that's it. Same for Mac with Xcode. It also seems that GLSL2 does not
use full talloc's functionality, and at least half of the implementation
could be dropped without anyone noticing. Just a note for if/when anyone
would try to re-implement talloc with Mesa's license.

-- 
Aras Pranckevičius
work: http://unity3d.com
home: http://aras-p.info
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