[Mesa3d-dev] Re: GLX indirect rendering broken

Ian Romanick idr at us.ibm.com
Mon Sep 26 17:09:08 PDT 2005


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Ian Romanick wrote:
> 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.

Using that patch and the Mesa-6.4 branch I have been unable to reproduce
any segfaults or protocol errors.  I have committed the patch.
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