On Wed, Sep 02, 2009 at 12:29:25PM -0400, Kristian Høgsberg wrote:
> > Most of the time was spent on writing XMLs for OpenGL ES 1.x and 2.x. I
> > want to talk about how I did it. Feedbacks would be appreciated.
> Excellent work, I think this is the exact right approach. I think we
Thanks :)
> s
On Tue, Sep 1, 2009 at 6:08 AM, Chia-I Wu wrote:
> On Thu, Aug 27, 2009 at 09:38:26AM -0600, Brian Paul wrote:
>> >The current plan is to keep APIspec.txt and add a new es_API.xml.
>> >es_API.xml defines the OpenGL ES API, as gl_API.xml does for OpenGL, and
>> >is used to generate glapi sources und
On Tue, Sep 01, 2009 at 06:08:06PM +0800, Chia-I Wu wrote:
> Most of the time was spent on writing XMLs for OpenGL ES 1.x and 2.x. I
> want to talk about how I did it. Feedbacks would be appreciated.
I have uploaded them to http://0xlab.org/~olv/mesa-es/.
--
Regards,
olv
--
On Thu, Aug 27, 2009 at 09:38:26AM -0600, Brian Paul wrote:
> >The current plan is to keep APIspec.txt and add a new es_API.xml.
> >es_API.xml defines the OpenGL ES API, as gl_API.xml does for OpenGL, and
> >is used to generate glapi sources under $(TOP)/src/mesa/es/glapi/. Mesa
> >and DRI drivers
Chia-I Wu wrote:
> On Tue, Aug 25, 2009 at 03:54:14PM +0800, Chia-I Wu wrote:
>>> I use the dispatch table in eagle, it's pretty easy to hook up. I put
>>> all the dispatch table related files under glapi/ and there's a
>>> makefile target (import-glapi) to import the files from mesa.
>> Great. B
On Tue, Aug 25, 2009 at 03:54:14PM +0800, Chia-I Wu wrote:
> > I use the dispatch table in eagle, it's pretty easy to hook up. I put
> > all the dispatch table related files under glapi/ and there's a
> > makefile target (import-glapi) to import the files from mesa.
> Great. But I think I still n
On Mon, Aug 24, 2009 at 02:10:22PM -0400, Kristian Høgsberg wrote:
> On Mon, Aug 24, 2009 at 12:02 AM, Chia-I Wu wrote:
> > On Fri, Aug 21, 2009 at 08:48:57AM -0600, Brian Paul wrote:
> >> >>Yes, the dispatch table should go back in at some point. Since ES
> >> >>doesn't have display lists, it was
On Mon, Aug 24, 2009 at 12:02 AM, Chia-I Wu wrote:
> On Fri, Aug 21, 2009 at 08:48:57AM -0600, Brian Paul wrote:
>> >>Yes, the dispatch table should go back in at some point. Since ES
>> >>doesn't have display lists, it wasn't essential to have a dispatch
>> >>table. And since I was pressed for t
On Fri, Aug 21, 2009 at 08:48:57AM -0600, Brian Paul wrote:
> >>Yes, the dispatch table should go back in at some point. Since ES
> >>doesn't have display lists, it wasn't essential to have a dispatch
> >>table. And since I was pressed for time, it was omitted.
> >Do you have any preference how i
Chia-I Wu wrote:
> On Thu, Aug 20, 2009 at 08:24:52AM -0600, Brian Paul wrote:
>>> IMHO, dispatch table is a good paradigm to deal with such issues because
>>> it is very clear. It dispatches to different sets of functions
>>> depending on the state of current context.
>> Yes, the dispatch table s
On Thu, Aug 20, 2009 at 08:24:52AM -0600, Brian Paul wrote:
> >IMHO, dispatch table is a good paradigm to deal with such issues because
> >it is very clear. It dispatches to different sets of functions
> >depending on the state of current context.
> Yes, the dispatch table should go back in at som
Chia-I Wu wrote:
> Hi,
>
> I was playing with the OpenGL ES state tracker in opengl-es branch.
> After digging a little into how it is built, I noticed that the dispatch
> table is gone. Instead of going through a dispatch table, every call to
> OpenGL ES API calls _mesa_XxxxXxxx directly after s
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