docs: add more more code-tags
It's easier to read function-names, file-names and other "machine"-related strings if they are formatted in a monospace font. So let's mark these up with code-tags. Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com> Reviewed-by: Emil Velikov <emil.velikov@collabora.com> Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
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@@ -48,16 +48,16 @@ start-up because of an extension string buffer-overflow problem.
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<p>
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The problem is a modern OpenGL driver will return a very long string
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for the glGetString(GL_EXTENSIONS) query and if the application
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for the <code>glGetString(GL_EXTENSIONS)</code> query and if the application
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naively copies the string into a fixed-size buffer it can overflow the
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buffer and crash the application.
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</p>
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<p>
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The work-around is to set the MESA_EXTENSION_MAX_YEAR environment variable
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to the approximate release year of the game.
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This will cause the glGetString(GL_EXTENSIONS) query to only report extensions
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older than the given year.
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The work-around is to set the <code>MESA_EXTENSION_MAX_YEAR</code>
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environment variable to the approximate release year of the game.
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This will cause the <code>glGetString(GL_EXTENSIONS)</code> query to only report
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extensions older than the given year.
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</p>
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<p>
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@@ -120,10 +120,11 @@ the opening brace goes on the next line by itself (see above.)
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_mesa_foo_bar() - an internal non-static Mesa function
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</pre>
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<li>Constants, macros and enum names are ALL_UPPERCASE, with _ between
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words.
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<li>Mesa usually uses camel case for local variables (Ex: "localVarname")
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while gallium typically uses underscores (Ex: "local_var_name").
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<li>Constants, macros and enum names are <code>ALL_UPPERCASE</code>, with _
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between words.
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<li>Mesa usually uses camel case for local variables (Ex:
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<code>localVarname</code>) while gallium typically uses underscores (Ex:
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<code>local_var_name</code>).
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<li>Global variables are almost never used because Mesa should be thread-safe.
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<li>Booleans. Places that are not directly visible to the GL API
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@@ -131,8 +132,9 @@ should prefer the use of <code>bool</code>, <code>true</code>, and
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<code>false</code> over <code>GLboolean</code>, <code>GL_TRUE</code>, and
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<code>GL_FALSE</code>. In C code, this may mean that
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<code>#include <stdbool.h></code> needs to be added. The
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<code>try_emit_</code>* methods in src/mesa/program/ir_to_mesa.cpp and
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src/mesa/state_tracker/st_glsl_to_tgsi.cpp can serve as examples.
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<code>try_emit_</code>* methods in <code>src/mesa/program/ir_to_mesa.cpp</code>
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and <code>src/mesa/state_tracker/st_glsl_to_tgsi.cpp</code> can serve as
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examples.
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</ul>
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@@ -20,9 +20,9 @@
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Normally Mesa (and OpenGL) records but does not notify the user of
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errors. It is up to the application to call
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<code>glGetError</code> to check for errors. Mesa supports an
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environment variable, MESA_DEBUG, to help with debugging. If
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MESA_DEBUG is defined, a message will be printed to stdout whenever
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an error occurs.
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environment variable, <code>MESA_DEBUG</code>, to help with debugging. If
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<code>MESA_DEBUG</code> is defined, a message will be printed to stdout
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whenever an error occurs.
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</p>
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<p>
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@@ -30,12 +30,12 @@
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(<code>--buildtype debug</code> for meson, <code>build=debug</code> for scons).
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</p>
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<p>
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In your debugger you can set a breakpoint in _mesa_error() to trap Mesa
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errors.
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In your debugger you can set a breakpoint in <code>_mesa_error()</code> to trap
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Mesa errors.
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</p>
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<p>
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There is a display list printing/debugging facility. See the end of
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src/dlist.c for details.
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<code>src/dlist.c</code> for details.
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</p>
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</div>
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@@ -29,8 +29,8 @@ To add a new GL extension to Mesa you have to do at least the following.
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<ul>
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<li>
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If glext.h doesn't define the extension, edit include/GL/gl.h and add
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code like this:
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If <code>glext.h</code> doesn't define the extension, edit
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<code>include/GL/gl.h</code> and add code like this:
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<pre>
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#ifndef GL_EXT_the_extension_name
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#define GL_EXT_the_extension_name 1
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@@ -41,18 +41,18 @@ To add a new GL extension to Mesa you have to do at least the following.
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</pre>
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</li>
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<li>
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In the src/mapi/glapi/gen/ directory, add the new extension functions and
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enums to the gl_API.xml file.
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In the <code>src/mapi/glapi/gen/</code> directory, add the new extension
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functions and enums to the <code>gl_API.xml</code> file.
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Then, a bunch of source files must be regenerated by executing the
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corresponding Python scripts.
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</li>
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<li>
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Add a new entry to the <code>gl_extensions</code> struct in mtypes.h
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if the extension requires driver capabilities not already exposed by
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another extension.
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Add a new entry to the <code>gl_extensions</code> struct in
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<code>mtypes.h</code> if the extension requires driver capabilities not
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already exposed by another extension.
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</li>
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<li>
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Add a new entry to the src/mesa/main/extensions_table.h file.
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Add a new entry to the <code>src/mesa/main/extensions_table.h</code> file.
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</li>
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<li>
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From this point, the best way to proceed is to find another extension,
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@@ -65,13 +65,13 @@ To add a new GL extension to Mesa you have to do at least the following.
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</li>
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<li>
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To determine if the new extension is active in the current context,
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use the auto-generated _mesa_has_##name_str() function defined in
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src/mesa/main/extensions.h.
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use the auto-generated <code>_mesa_has_##name_str()</code> function
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defined in <code>src/mesa/main/extensions.h</code>.
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</li>
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<li>
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The dispatch tests check_table.cpp and dispatch_sanity.cpp
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The dispatch tests check_table.cpp and <code>dispatch_sanity.cpp</code>
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should be updated with details about the new extensions functions. These
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tests are run using 'meson test'
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tests are run using <code>meson test</code>.
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</li>
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</ul>
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@@ -291,34 +291,34 @@ If you need a deeper you can modify the parameters to
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<h3>3.3 Why Isn't depth buffering working at all?</h3>
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<p>
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Be sure you're requesting a depth buffered-visual. If you set the MESA_DEBUG
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environment variable it will warn you about trying to enable depth testing
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when you don't have a depth buffer.
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Be sure you're requesting a depth buffered-visual. If you set the
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<code>MESA_DEBUG</code> environment variable it will warn you about trying
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to enable depth testing when you don't have a depth buffer.
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</p>
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<p>Specifically, make sure <code>glutInitDisplayMode</code> is being called
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with <code>GLUT_DEPTH</code> or <code>glXChooseVisual</code> is being
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called with a non-zero value for GLX_DEPTH_SIZE.
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called with a non-zero value for <code>GLX_DEPTH_SIZE</code>.
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</p>
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<p>This discussion applies to stencil buffers, accumulation buffers and
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alpha channels too.
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</p>
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<h3>3.4 Why does glGetString() always return NULL?</h3>
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<h3>3.4 Why does <code>glGetString()</code> always return <code>NULL</code>?</h3>
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<p>
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Be sure you have an active/current OpenGL rendering context before
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calling glGetString.
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calling <code>glGetString</code>.
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</p>
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<h3>3.5 GL_POINTS and GL_LINES don't touch the right pixels</h3>
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<h3>3.5 <code>GL_POINTS</code> and <code>GL_LINES</code> don't touch the
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right pixels</h3>
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<p>
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If you're trying to draw a filled region by using GL_POINTS or GL_LINES
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and seeing holes or gaps it's because of a float-to-int rounding problem.
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But this is not a bug.
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See Appendix H of the OpenGL Programming Guide - "OpenGL Correctness Tips".
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Basically, applying a translation of (0.375, 0.375, 0.0) to your coordinates
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will fix the problem.
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If you're trying to draw a filled region by using <code>GL_POINTS</code> or
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<code>GL_LINES</code> and seeing holes or gaps it's because of a float-to-int
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rounding problem. But this is not a bug. See Appendix H of the OpenGL
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Programming Guide - "OpenGL Correctness Tips". Basically, applying a
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translation of (0.375, 0.375, 0.0) to your coordinates will fix the problem.
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</p>
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<br>
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@@ -365,7 +365,8 @@ the archives) is a good way to get information.
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</p>
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<h3>4.3 Why isn't GL_EXT_texture_compression_s3tc implemented in Mesa?</h3>
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<h3>4.3 Why isn't <code>GL_EXT_texture_compression_s3tc</code> implemented in
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Mesa?</h3>
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<p>
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Oh but it is! Prior to 2nd October 2017, the Mesa project did not include s3tc
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support due to intellectual property (IP) and/or patent issues around the s3tc
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@@ -48,7 +48,8 @@ You can find some further To-do lists here:
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</p>
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<ul>
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<li><a href="https://gitlab.freedesktop.org/mesa/mesa/blob/master/docs/features.txt">
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<b>features.txt</b></a> - Status of OpenGL 3.x / 4.x features in Mesa.</li>
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<code>features.txt</code></a> - Status of OpenGL 3.x / 4.x features in
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Mesa.</li>
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</ul>
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<p>
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@@ -56,9 +57,9 @@ You can find some further To-do lists here:
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</p>
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<ul>
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<li><a href="https://dri.freedesktop.org/wiki/R600ToDo">
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<b>r600g</b></a> - Driver for ATI/AMD R600 - Northern Island.</li>
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<code>r600g</code></a> - Driver for ATI/AMD R600 - Northern Island.</li>
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<li><a href="https://dri.freedesktop.org/wiki/R300ToDo">
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<b>r300g</b></a> - Driver for ATI R300 - R500.</li>
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<code>r300g</code></a> - Driver for ATI R300 - R500.</li>
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</ul>
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<p>
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