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author | marha <marha@users.sourceforge.net> | 2014-01-10 23:39:19 +0100 |
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committer | marha <marha@users.sourceforge.net> | 2014-01-10 23:39:19 +0100 |
commit | aaeb8bf497c82efabc4f9b27c319042c0e72d816 (patch) | |
tree | 0df2c4a5b027a07dd1e3bf8707c72f25fe71b4f1 /mesalib/docs/dispatch.html | |
parent | be6e384aa4b97dc81b88ab5b04328c161828e760 (diff) | |
download | vcxsrv-aaeb8bf497c82efabc4f9b27c319042c0e72d816.tar.gz vcxsrv-aaeb8bf497c82efabc4f9b27c319042c0e72d816.tar.bz2 vcxsrv-aaeb8bf497c82efabc4f9b27c319042c0e72d816.zip |
randrproto libfontenc mesa xserver git update 10 Jan 2014
xserver commit a92c6406e7f6c0b74fb1cb9361ad904facc0f722
libfontenc commit 0037a42107b952c9d903719615747e760e4e7247
randrproto commit 1755cbe0f501a86afe515f92bb24e417a1866092
mesa commit 532b1fecd93fd30d3b1b101b55fd2c6e074088ad
Diffstat (limited to 'mesalib/docs/dispatch.html')
-rw-r--r-- | mesalib/docs/dispatch.html | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/mesalib/docs/dispatch.html b/mesalib/docs/dispatch.html index 4b529bc04..aacd01e0c 100644 --- a/mesalib/docs/dispatch.html +++ b/mesalib/docs/dispatch.html @@ -25,7 +25,7 @@ href="#overview">overview of Mesa's implementation</a>.</p> <h2>1. Complexity of GL Dispatch</h2> <p>Every GL application has at least one object called a GL <em>context</em>. -This object, which is an implicit parameter to ever GL function, stores all +This object, which is an implicit parameter to every GL function, stores all of the GL related state for the application. Every texture, every buffer object, every enable, and much, much more is stored in the context. Since an application can have more than one context, the context to be used is @@ -51,7 +51,7 @@ example, <tt>glFogCoordf</tt> may operate differently depending on whether or not fog is enabled.</p> <p>In multi-threaded environments, it is possible for each thread to have a -differnt GL context current. This means that poor old <tt>glVertex3fv</tt> +different GL context current. This means that poor old <tt>glVertex3fv</tt> has to know which GL context is current in the thread where it is being called.</p> @@ -207,13 +207,13 @@ few preprocessor defines.</p> <li>If <tt>GLX_USE_TLS</tt> is defined, method #4 is used.</li> <li>If <tt>HAVE_PTHREAD</tt> is defined, method #3 is used.</li> <li>If <tt>WIN32_THREADS</tt> is defined, method #2 is used.</li> -<li>If none of the preceeding are defined, method #1 is used.</li> +<li>If none of the preceding are defined, method #1 is used.</li> </ul> <p>Two different techniques are used to handle the various different cases. On x86 and SPARC, a macro called <tt>GL_STUB</tt> is used. In the preamble of the assembly source file different implementations of the macro are -selected based on the defined preprocessor variables. The assmebly code +selected based on the defined preprocessor variables. The assembly code then consists of a series of invocations of the macros such as: <blockquote> @@ -242,7 +242,7 @@ first technique, is to insert <tt>#ifdef</tt> within the assembly implementation of each function. This makes the assembly file considerably larger (e.g., 29,332 lines for <tt>glapi_x86-64.S</tt> versus 1,155 lines for <tt>glapi_x86.S</tt>) and causes simple changes to the function -implementation to generate many lines of diffs. Since the assmebly files +implementation to generate many lines of diffs. Since the assembly files are typically generated by scripts (see <a href="#autogen">below</a>), this isn't a significant problem.</p> |