[Mesa3d-dev] Re: GLX indirect rendering broken
Ian Romanick
idr at us.ibm.com
Mon Sep 26 14:46:51 PDT 2005
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Ian Romanick wrote:
> 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.
Try this patch instead. This one will actually compile. ;) I have
run-tested it yet, but the disassembly of rensize.o appears to use the
right calling convention for the __gl*_size functions.
27c29ce8daf09cb028eec806c61732b6 impsize.h-02.patch
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