[Mesa-dev] Truncated extensions string

Brian Paul brianp at vmware.com
Tue Mar 15 09:44:32 PDT 2011


On 03/15/2011 09:29 AM, José Fonseca wrote:
> On Fri, 2011-03-11 at 15:41 -0800, Brian Paul wrote:
>> On Fri, Mar 11, 2011 at 2:23 PM, Patrick Baggett
>> <baggett.patrick at gmail.com>  wrote:
>>> I feel like there is some kind of underlying lesson that we, OpenGL app
>>> programmers, should be getting out of this...
>>
>> Yeah, don't expect the GL_EXTENSIONS string to always fit in your
>> fixed-size buffer. :)
>>
>> BTW, OpenGL 3.0 deprecates the glGetString(GL_EXTENSIONS) query.
>> Instead, query  GL_NUM_EXTENSIONS then call glGetStringi() for each
>> extension.
>>
>>
>>> What about a psuedo-database of app ->  extension list rather than by year?
>>> Surely Quake3 doesn't make use of but<= 10 extensions. I'd imagine the same
>>> holds true for other old games as well. A simple "strings" on their binary
>>> could figure that out...
>>
>> Let's not over-engineer this.  We don't want a database of apps/games in Mesa.
>>
>> I'm leaning toward sorting the ext list by year as Jose proposed and
>> then sort the list in glxinfo.
>>
>> -Brian
>
> Attached is a new version of the patch that keeps the extensions sorted
> alphabetically in the source code, and sorts chronologically in runtime.
> (Note the patch doesn't apply against the tip of master, but a version a
> few weeks old -- I'll update before committing to master.)
>
> Also attached is a patch for glxinfo that sorts all extensions
> alphabetically.

Looks good to me, José.

-Brian


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