[Mesa3d-dev] Re: GLX indirect rendering broken
Ian Romanick
idr at us.ibm.com
Mon Sep 26 12:55:26 PDT 2005
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Brian Paul wrote:
> 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 think I found the problem, but I haven't had a change to build and
test it yet. It looks like some of the __gl*_size prototypes existed in
two files. One set is in indirect_size.h (the correct file that is
generated form glAPI.xml) and one set is in impsize.h (the incorrect
file). The attached patch should fix that.
Whether the FASTCALL stuff stays or goes, I don't think we want multiple
copies of the prototypes floating around. As soon as 7.0 sets sail,
I'll have a bunch more patches that replace a *LOT* of the code in
programs/Xserver/GL/glx with generated files. When that happens,
impsize.h will go away altogether.
755ca94f6297d784445c78b560156d97 /home/idr/patches/impsize.h-01.patch
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