[Mesa3d-dev] Re: GLX indirect rendering broken
Brian Paul
brian.paul at tungstengraphics.com
Sun Sep 25 16:12:33 PDT 2005
Brian Paul wrote:
>
> After fixing a few issues in Mesa related to renderbuffers (patch to
> follow) I still found that indirect rendering was broken, though I found
> that only certain programs generated the BadLength protocol error.
>
> With some debugging I found that anytime one of the functions in
> indirect_size.c was called, I'd get the protocol error, otherwise,
> things were OK.
>
> All the functions in indirect_size.c look like this:
>
> INTERNAL PURE FASTCALL GLint
> __glCallLists_size( GLenum e )
> {
> ...
> }
>
> Well, disabling the FASTCALL macro fixed all my problems.
>
> Ian, it looks like you wrote that code. I don't know why the FASTCALL
> business is causing trouble, but I'm very tempted to simply
> disable/remove it. Is there any good reason for it? I can't imagine it
> making any real difference in performance. No GL program is going to be
> limited by the speed of those particular functions.
>
> I'm using gcc 3.4.2 on FC3, if it matters.
Err, make that gcc 4.0.0 on FC4.
-Brian
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