[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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