Jacek Popławski wrote:
On Mon, Jun 23, 2003 at 07:59:56AM -0700, Ian Romanick wrote:

There are a couple levels of indirection that you're not seeing here. There is a set of "stub" functions for each GL call that redirect to either direct rendering functions (supplied by the DRI driver) or the indirect rendering functions (what you see in lib/GL/glx).


I was trying to locate "direct rendering" code. I was browsing
/xc/lib/GL/mesa/src/drv/r200 but I can't guess which code is called for given
GL call.


In the case of the direct rendering functions, the actual function that gets called by the stub can be changed at virtually any time depending on the GL state.


Could you point me to place in source where these functions are located? Or to
any documentation which explains that?
For example how to find which r200 functions are called for glColor3f or
glBindTexture...?

I am aware of fact my questions are basic (and maybe naive), but I just don't
know how to start with DRI...

This is a 1000x by now. For most of the drivers, there is no direct entry point in the device-specific code (i.e., the stuff that lives in lib/GL/mesa/src/drv/*) for GL API calls. The GL API calls go into Mesa (look in extras/Mesa/src). The data passed to glColor, et. al. is stored in a vertex buffer. When the vertex buffer becomes full or a state change occurs the vertex buffer is sent down the driver's pipeline. For the R200 driver, look at r200_pipeline (r200_context.c, line 157).


There was quite a bit of discussion about this a couple months ago on the list. You should look through the list archives for a more complete explaination of what happens.



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