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authormarha <marha@users.sourceforge.net>2013-02-13 09:18:19 +0100
committermarha <marha@users.sourceforge.net>2013-02-13 09:18:19 +0100
commitad7d3734fae59b63a1afe2d8e11411ac32a40f30 (patch)
tree80af4bcc936f46b31ba17a71905f20deeca066f5 /mesalib/docs/sourcetree.html
parentc4583f59d8460f05ee211c2f8ed6208addfe3087 (diff)
parent8add148a4cf71b8bdab05a6b7e14824b5062da5e (diff)
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Merge remote-tracking branch 'origin/released'
* origin/released: mesa pixman xserver git update 13 Feb 2013
Diffstat (limited to 'mesalib/docs/sourcetree.html')
-rw-r--r--mesalib/docs/sourcetree.html12
1 files changed, 5 insertions, 7 deletions
diff --git a/mesalib/docs/sourcetree.html b/mesalib/docs/sourcetree.html
index deeda5dde..530c333c4 100644
--- a/mesalib/docs/sourcetree.html
+++ b/mesalib/docs/sourcetree.html
@@ -31,16 +31,17 @@ each directory.
<ul>
<li><b>docs</b> - EGL documentation
<li><b>drivers</b> - EGL drivers
- <li><b>glsl</b> - the GLSL compiler
<li><b>main</b> - main EGL library implementation. This is where all
the EGL API functions are implemented, like eglCreateContext().
</ul>
- <li><b>mesa</b> - Main Mesa sources
- <ul>
+ <li><b>glsl</b> - the GLSL compiler
+ <li><b>mapi</b> - Mesa APIs
<li><b>glapi</b> - OpenGL API dispatch layer. This is where all the
GL entrypoints like glClear, glBegin, etc. are generated, as well as
the GL dispatch table. All GL function calls jump through the
dispatch table to functions found in main/.
+ <li><b>mesa</b> - Main Mesa sources
+ <ul>
<li><b>main</b> - The core Mesa code (mainly state management)
<li><b>drivers</b> - Mesa drivers (not used with Gallium)
<ul>
@@ -56,15 +57,12 @@ each directory.
</ul>
<li><b>x11</b> - Xlib-based software driver
<li><b>osmesa</b> - off-screen software driver
- <li><b>glslcompiler</b> - a stand-alone GLSL compiler driver
<li>XXX more
</ul>
<li><b>es</b> - OpenGL ES overlay, parallelly buildable with the core Mesa
<li><b>math</b> - vertex array translation and transformation code
(not used with Gallium)
- <li><b>ppc</b> - Assembly code/optimizations for PPC systems
- (not used with Gallium)
- <li><b>shader</b> - Vertex/fragment shader and GLSL compiler code
+ <li><b>program</b> - Vertex/fragment shader and GLSL compiler code
<li><b>sparc</b> - Assembly code/optimizations for SPARC systems
(not used with Gallium)
<li><b>state_tracker</b> - State tracker / driver for Gallium. This