[Mesa3d-dev] Re: GLX indirect rendering broken

Ian Romanick idr at us.ibm.com
Mon Sep 26 12:55:26 PDT 2005

Hash: SHA1

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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