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------- Additional Comments From [EMAIL PROTECTED] 2005-12-18 13:33 ------- Just FYI, the reasons GL function calls aren't inlined are (1) the code executed for a call depends on the current RenderMode, whether display list construction is active, etc., so inlined code would have to include an expensive multiway test; (2) the code executed for a call is device-dependent in the general case, so there's no reliable way to know what to inline at compile time even for a single "preferred" RenderMode. The current way of doing things evolved to handle those problems, plus API functions that are supported by some drivers but not others (a subject that may be more complicated than we need to get into at the moment, so I'll leave it at that). Why are the fine-grained calls in the API in the first place? To (1) reduce cache pressure for apps that mix graphics-related and non-graphics data; (2) keep data flowing from the CPU to the GPU so that parallelism is maximized. Newer apps tend to be designed differently, so don't use the fine-grained calls heavily, but there are a lot of large older apps that really care about their performance. Carry on... Allen -- Configure bugmail: https://bugs.freedesktop.org/userprefs.cgi?tab=email ------- You are receiving this mail because: ------- You are the assignee for the bug, or are watching the assignee. ------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev