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authormarha <marha@users.sourceforge.net>2015-06-15 20:27:26 +0200
committermarha <marha@users.sourceforge.net>2015-06-15 20:27:26 +0200
commite8d5e7c4bb11f7fcb0a4ba5c13f43e7929849a2f (patch)
treea88d66b3d34f8e008f08e2bd77889c6c6718ab11 /mesalib/docs/devinfo.html
parent0b3be550b20ad9f991f77bf979b2c306a7d4ef11 (diff)
downloadvcxsrv-release/external.tar.gz
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vcxsrv-release/external.zip
fontconfig libX11 libxcb xcb-proto mesa pixman xserver xkeyboard-config git update 15 June 2015release/external
xserver commit fa12f2c150b2f50de9dac4a2b09265f13af353af libxcb commit f85661c3bca97faa72431df92a3867be39a74e23 libxcb/xcb-proto commit fef8a4cdc2cacd9541a656026371a3d338dadb8e xkeyboard-config commit 61fb58a95a071cc1c212f6d3808908c086219fe0 libX11 commit f0286b2770ece10aef5e2e8c004260217f12fd25 pixman commit eebc1b78200aff075dbcae9c8d00edad1f830d91 fontconfig commit f6d61c9beed856a925bd60c025b55284b2d88161 mesa commit 932d1613d1e15ec22555e5ec09105c49eb850e36
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diff --git a/mesalib/docs/devinfo.html b/mesalib/docs/devinfo.html
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--- a/mesalib/docs/devinfo.html
+++ b/mesalib/docs/devinfo.html
@@ -17,159 +17,241 @@
<h1>Development Notes</h1>
-<h2>Adding Extensions</h2>
-
-<p>
-To add a new GL extension to Mesa you have to do at least the following.
-
<ul>
-<li>
- If glext.h doesn't define the extension, edit include/GL/gl.h and add
- code like this:
- <pre>
- #ifndef GL_EXT_the_extension_name
- #define GL_EXT_the_extension_name 1
- /* declare the new enum tokens */
- /* prototype the new functions */
- /* TYPEDEFS for the new functions */
- #endif
- </pre>
-</li>
-<li>
- In the src/mapi/glapi/gen/ directory, add the new extension functions and
- enums to the gl_API.xml file.
- Then, a bunch of source files must be regenerated by executing the
- corresponding Python scripts.
-</li>
-<li>
- Add a new entry to the <code>gl_extensions</code> struct in mtypes.h
-</li>
-<li>
- Update the <code>extensions.c</code> file.
-</li>
-<li>
- From this point, the best way to proceed is to find another extension,
- similar to the new one, that's already implemented in Mesa and use it
- as an example.
-</li>
-<li>
- If the new extension adds new GL state, the functions in get.c, enable.c
- and attrib.c will most likely require new code.
-</li>
-<li>
- The dispatch tests check_table.cpp and dispatch_sanity.cpp
- should be updated with details about the new extensions functions. These
- tests are run using 'make check'
-</li>
+<li><a href="#style">Coding Style</a>
+<li><a href="#submitting">Submitting Patches</a>
+<li><a href="#release">Making a New Mesa Release</a>
+<li><a href="#extensions">Adding Extensions</a>
</ul>
-
-<h2>Coding Style</h2>
+<h2 id="style">Coding Style</h2>
<p>
-Mesa's code style has changed over the years. Here's the latest.
+Mesa is over 20 years old and the coding style has evolved over time.
+Some old parts use a style that's a bit out of date.
+If the guidelines below don't cover something, try following the format of
+existing, neighboring code.
</p>
<p>
-Comment your code! It's extremely important that open-source code be
-well documented. Also, strive to write clean, easily understandable code.
+Basic formatting guidelines
</p>
-<p>
-3-space indentation
-</p>
+<ul>
+<li>3-space indentation, no tabs.
+<li>Limit lines to 78 or fewer characters. The idea is to prevent line
+wrapping in 80-column editors and terminals. There are exceptions, such
+as if you're defining a large, static table of information.
+<li>Opening braces go on the same line as the if/for/while statement.
+For example:
+<pre>
+ if (condition) {
+ foo;
+ } else {
+ bar;
+ }
+</pre>
-<p>
-If you use tabs, set them to 8 columns
-</p>
+<li>Put a space before/after operators. For example, <tt>a = b + c;</tt>
+and not <tt>a=b+c;</tt>
-<p>
-Line width: the preferred width to fill comments and code in Mesa is 78
-columns. Exceptions are sometimes made for clarity (e.g. tabular data is
-sometimes filled to a much larger width so that extraneous carriage returns
-don't obscure the table).
-</p>
+<li>This GNU indent command generally does the right thing for formatting:
+<pre>
+ indent -br -i3 -npcs --no-tabs infile.c -o outfile.c
+</pre>
-<p>
-Brace example:
-</p>
+<li>Use comments wherever you think it would be helpful for other developers.
+Several specific cases and style examples follow. Note that we roughly
+follow <a href="http://www.stack.nl/~dimitri/doxygen/">Doxygen</a> conventions.
+<br>
+<br>
+Single-line comments:
+<pre>
+ /* null-out pointer to prevent dangling reference below */
+ bufferObj = NULL;
+</pre>
+Or,
+<pre>
+ bufferObj = NULL; /* prevent dangling reference below */
+</pre>
+Multi-line comment:
<pre>
- if (condition) {
- foo;
- }
- else {
- bar;
- }
-
- switch (condition) {
- case 0:
- foo();
- break;
-
- case 1: {
- ...
- break;
- }
-
- default:
- ...
- break;
- }
+ /* If this is a new buffer object id, or one which was generated but
+ * never used before, allocate a buffer object now.
+ */
+</pre>
+We try to quote the OpenGL specification where prudent:
+<pre>
+ /* Page 38 of the PDF of the OpenGL ES 3.0 spec says:
+ *
+ * "An INVALID_OPERATION error is generated for any of the following
+ * conditions:
+ *
+ * * <length> is zero."
+ *
+ * Additionally, page 94 of the PDF of the OpenGL 4.5 core spec
+ * (30.10.2014) also says this, so it's no longer allowed for desktop GL,
+ * either.
+ */
+</pre>
+Function comment example:
+<pre>
+ /**
+ * Create and initialize a new buffer object. Called via the
+ * ctx->Driver.CreateObject() driver callback function.
+ * \param name integer name of the object
+ * \param type one of GL_FOO, GL_BAR, etc.
+ * \return pointer to new object or NULL if error
+ */
+ struct gl_object *
+ _mesa_create_object(GLuint name, GLenum type)
+ {
+ /* function body */
+ }
</pre>
-<p>
-Here's the GNU indent command which will best approximate my preferred style:
-(Note that it won't format switch statements in the preferred way)
-</p>
+<li>Put the function return type and qualifiers on one line and the function
+name and parameters on the next, as seen above. This makes it easy to use
+<code>grep ^function_name dir/*</code> to find function definitions. Also,
+the opening brace goes on the next line by itself (see above.)
+
+<li>Function names follow various conventions depending on the type of function:
<pre>
- indent -br -i3 -npcs --no-tabs infile.c -o outfile.c
+ glFooBar() - a public GL entry point (in glapi_dispatch.c)
+ _mesa_FooBar() - the internal immediate mode function
+ save_FooBar() - retained mode (display list) function in dlist.c
+ foo_bar() - a static (private) function
+ _mesa_foo_bar() - an internal non-static Mesa function
</pre>
+<li>Constants, macros and enumerant names are ALL_UPPERCASE, with _ between
+words.
+<li>Mesa usually uses camel case for local variables (Ex: "localVarname")
+while gallium typically uses underscores (Ex: "local_var_name").
+<li>Global variables are almost never used because Mesa should be thread-safe.
-<p>
-Local variable name example: localVarName (no underscores)
-</p>
+<li>Booleans. Places that are not directly visible to the GL API
+should prefer the use of <tt>bool</tt>, <tt>true</tt>, and
+<tt>false</tt> over <tt>GLboolean</tt>, <tt>GL_TRUE</tt>, and
+<tt>GL_FALSE</tt>. In C code, this may mean that
+<tt>#include &lt;stdbool.h&gt;</tt> needs to be added. The
+<tt>try_emit_</tt>* methods in src/mesa/program/ir_to_mesa.cpp and
+src/mesa/state_tracker/st_glsl_to_tgsi.cpp can serve as examples.
-<p>
-Constants and macros are ALL_UPPERCASE, with _ between words
-</p>
+</ul>
+
+
+<h2 id="submitting">Submitting patches</h2>
<p>
-Global variables are not allowed.
+The basic guidelines for submitting patches are:
</p>
+<ul>
+<li>Patches should be sufficiently tested before submitting.
+<li>Code patches should follow Mesa coding conventions.
+<li>Whenever possible, patches should only effect individual Mesa/Gallium
+components.
+<li>Patches should never introduce build breaks and should be bisectable (see
+<code>git bisect</code>.)
+<li>Patches should be properly formatted (see below).
+<li>Patches should be submitted to mesa-dev for review using
+<code>git send-email</code>.
+<li>Patches should not mix code changes with code formatting changes (except,
+perhaps, in very trivial cases.)
+</ul>
+
+<h3>Patch formatting</h3>
+
<p>
-Function name examples:
+The basic rules for patch formatting are:
</p>
+
+<ul>
+<li>Lines should be limited to 75 characters or less so that git logs
+displayed in 80-column terminals avoid line wrapping. Note that git
+log uses 4 spaces of indentation (4 + 75 &lt; 80).
+<li>The first line should be a short, concise summary of the change prefixed
+with a module name. Examples:
+<pre>
+ mesa: Add support for querying GL_VERTEX_ATTRIB_ARRAY_LONG
+
+ gallium: add PIPE_CAP_DEVICE_RESET_STATUS_QUERY
+
+ i965: Fix missing type in local variable declaration.
+</pre>
+<li>Subsequent patch comments should describe the change in more detail,
+if needed. For example:
+<pre>
+ i965: Remove end-of-thread SEND alignment code.
+
+ This was present in Eric's initial implementation of the compaction code
+ for Sandybridge (commit 077d01b6). There is no documentation saying this
+ is necessary, and removing it causes no regressions in piglit on any
+ platform.
+</pre>
+<li>A "Signed-off-by:" line is not required, but not discouraged either.
+<li>If a patch address a bugzilla issue, that should be noted in the
+patch comment. For example:
+<pre>
+ Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89689
+</pre>
+<li>If there have been several revisions to a patch during the review
+process, they should be noted such as in this example:
<pre>
- glFooBar() - a public GL entry point (in glapi_dispatch.c)
- _mesa_FooBar() - the internal immediate mode function
- save_FooBar() - retained mode (display list) function in dlist.c
- foo_bar() - a static (private) function
- _mesa_foo_bar() - an internal non-static Mesa function
+ st/mesa: add ARB_texture_stencil8 support (v4)
+
+ if we support stencil texturing, enable texture_stencil8
+ there is no requirement to support native S8 for this,
+ the texture can be converted to x24s8 fine.
+
+ v2: fold fixes from Marek in:
+ a) put S8 last in the list
+ b) fix renderable to always test for d/s renderable
+ fixup the texture case to use a stencil only format
+ for picking the format for the texture view.
+ v3: hit fallback for getteximage
+ v4: put s8 back in front, it shouldn't get picked now (Ilia)
</pre>
+<li>If someone tested your patch, document it with a line like this:
+<pre>
+ Tested-by: Joe Hacker &lt;jhacker@foo.com&gt;
+</pre>
+<li>If the patch was reviewed (usually the case) or acked by someone,
+that should be documented with:
+<pre>
+ Reviewed-by: Joe Hacker &lt;jhacker@foo.com&gt;
+ Acked-by: Joe Hacker &lt;jhacker@foo.com&gt;
+</pre>
+</ul>
+
+
+
+<h3>Testing Patches</h3>
<p>
-Places that are not directly visible to the GL API should prefer the use
-of <tt>bool</tt>, <tt>true</tt>, and
-<tt>false</tt> over <tt>GLboolean</tt>, <tt>GL_TRUE</tt>, and
-<tt>GL_FALSE</tt>. In C code, this may mean that
-<tt>#include &lt;stdbool.h&gt;</tt> needs to be added. The
-<tt>try_emit_</tt>* methods in src/mesa/program/ir_to_mesa.cpp and
-src/mesa/state_tracker/st_glsl_to_tgsi.cpp can serve as examples.
+It should go without saying that patches must be tested. In general,
+do whatever testing is prudent.
</p>
-<h2>Submitting patches</h2>
-
<p>
-You should always run the Mesa Testsuite before submitting patches.
-The Testsuite can be run using the 'make check' command. All tests
+You should always run the Mesa test suite before submitting patches.
+The test suite can be run using the 'make check' command. All tests
must pass before patches will be accepted, this may mean you have
to update the tests themselves.
</p>
<p>
+Whenever possible and applicable, test the patch with
+<a href="http://people.freedesktop.org/~nh/piglit/">Piglit</a> to
+check for regressions.
+</p>
+
+
+<h3>Mailing Patches</h3>
+
+<p>
Patches should be sent to the Mesa mailing list for review.
When submitting a patch make sure to use git send-email rather than attaching
patches to emails. Sending patches as attachments prevents people from being
@@ -184,7 +266,32 @@ re-sending the whole series). Using --in-reply-to makes
it harder for reviewers to accidentally review old patches.
</p>
-<h2>Marking a commit as a candidate for a stable branch</h2>
+<h3>Reviewing Patches</h3>
+
+<p>
+When you've reviewed a patch on the mailing list, please be unambiguous
+about your review. That is, state either
+<pre>
+ Reviewed-by: Joe Hacker &lt;jhacker@foo.com&gt;
+</pre>
+or
+<pre>
+ Acked-by: Joe Hacker &lt;jhacker@foo.com&gt;
+</pre>
+Rather than saying just "LGTM" or "Seems OK".
+</p>
+
+<p>
+If small changes are suggested, it's OK to say something like:
+<pre>
+ With the above fixes, Reviewed-by: Joe Hacker &lt;jhacker@foo.com&gt;
+</pre>
+which tells the patch author that the patch can be committed, as long
+as the issues are resolved first.
+</p>
+
+
+<h3>Marking a commit as a candidate for a stable branch</h3>
<p>
If you want a commit to be applied to a stable branch,
@@ -221,7 +328,7 @@ the upcoming stable release can always be seen on the
<a href="http://cworth.org/~cworth/mesa-stable-queue/">Mesa Stable Queue</a>
page.
-<h2>Criteria for accepting patches to the stable branch</h2>
+<h3>Criteria for accepting patches to the stable branch</h3>
Mesa has a designated release manager for each stable branch, and the release
manager is the only developer that should be pushing changes to these
@@ -306,7 +413,8 @@ be rejected:
regression that is unaacceptable for the stable branch.</li>
</ul>
-<h2>Making a New Mesa Release</h2>
+
+<h2 id="release">Making a New Mesa Release</h2>
<p>
These are the instructions for making a new Mesa release.
@@ -456,7 +564,7 @@ Edit docs/relnotes/X.Y.Z.html to add the sha256sums printed as part of "make
tarballs" in the previous step. Commit this change.
</p>
-<h3>Push all commits and the tag creates above</h3>
+<h3>Push all commits and the tag created above</h3>
<p>
This is the first step that cannot easily be undone. The release is going
@@ -483,7 +591,7 @@ signatures to the freedesktop.org server:
mv ~/MesaLib-X.Y.Z* .
</pre>
-<h3>Back on mesa master, andd the new release notes into the tree</h3>
+<h3>Back on mesa master, add the new release notes into the tree</h3>
<p>
Something like the following steps will do the trick:
@@ -543,6 +651,56 @@ release announcement:
</pre>
</p>
+
+<h2 id="extensions">Adding Extensions</h2>
+
+<p>
+To add a new GL extension to Mesa you have to do at least the following.
+
+<ul>
+<li>
+ If glext.h doesn't define the extension, edit include/GL/gl.h and add
+ code like this:
+ <pre>
+ #ifndef GL_EXT_the_extension_name
+ #define GL_EXT_the_extension_name 1
+ /* declare the new enum tokens */
+ /* prototype the new functions */
+ /* TYPEDEFS for the new functions */
+ #endif
+ </pre>
+</li>
+<li>
+ In the src/mapi/glapi/gen/ directory, add the new extension functions and
+ enums to the gl_API.xml file.
+ Then, a bunch of source files must be regenerated by executing the
+ corresponding Python scripts.
+</li>
+<li>
+ Add a new entry to the <code>gl_extensions</code> struct in mtypes.h
+</li>
+<li>
+ Update the <code>extensions.c</code> file.
+</li>
+<li>
+ From this point, the best way to proceed is to find another extension,
+ similar to the new one, that's already implemented in Mesa and use it
+ as an example.
+</li>
+<li>
+ If the new extension adds new GL state, the functions in get.c, enable.c
+ and attrib.c will most likely require new code.
+</li>
+<li>
+ The dispatch tests check_table.cpp and dispatch_sanity.cpp
+ should be updated with details about the new extensions functions. These
+ tests are run using 'make check'
+</li>
+</ul>
+
+
+
+
</div>
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</html>