docs: fix typos in Mesa specs
Signed-off-by: Nicolas Kaiser <nikai@nikai.net> Signed-off-by: Brian Paul <brianp@vmware.com>
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@ -67,7 +67,7 @@ Additions to Chapter 3 the GLX 1.4 Specification (Functions and Errors)
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On "PC" computers, AGP memory can be allocated with glXAllocateMemoryNV
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On "PC" computers, AGP memory can be allocated with glXAllocateMemoryNV
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and freed with glXFreeMemoryNV. Sometimes it's useful to know where a
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and freed with glXFreeMemoryNV. Sometimes it's useful to know where a
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block of AGP memory is located with respect to the start of the AGP
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block of AGP memory is located with respect to the start of the AGP
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aperature. The function
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aperture. The function
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GLuint glXGetAGPOffsetMESA( const GLvoid *pointer )
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GLuint glXGetAGPOffsetMESA( const GLvoid *pointer )
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@ -24,7 +24,7 @@ Number
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Dependencies
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Dependencies
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Reguires EGL 1.4 or later. This extension is written against the
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Requires EGL 1.4 or later. This extension is written against the
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wording of the EGL 1.4 specification.
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wording of the EGL 1.4 specification.
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EGL_KHR_base_image is required.
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EGL_KHR_base_image is required.
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@ -134,7 +134,7 @@ Issues
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RESOLVED: The eglQueryImage function has been proposed often,
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RESOLVED: The eglQueryImage function has been proposed often,
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but it goes against the EGLImage design. EGLImages are opaque
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but it goes against the EGLImage design. EGLImages are opaque
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handles to a 2D array of pixels, which can be passed between
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handles to a 2D array of pixels, which can be passed between
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client APIs. By referenceing an EGLImage in a client API, the
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client APIs. By referencing an EGLImage in a client API, the
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EGLImage target (a texture, a renderbuffer or such) can be
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EGLImage target (a texture, a renderbuffer or such) can be
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used to query the attributes of the EGLImage. We don't have a
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used to query the attributes of the EGLImage. We don't have a
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full client API for creating and querying DRM buffers, though,
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full client API for creating and querying DRM buffers, though,
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@ -48,7 +48,7 @@ IP Status
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Issues
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Issues
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1. Should we also defined UNPACK_INVERT_MESA for glDrawPixels, etc?
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1. Should we also define UNPACK_INVERT_MESA for glDrawPixels, etc?
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Resolved: No, we're only concerned with pixel packing. There are other
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Resolved: No, we're only concerned with pixel packing. There are other
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solutions for inverting images when using glDrawPixels (negative Y pixel
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solutions for inverting images when using glDrawPixels (negative Y pixel
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@ -31,12 +31,12 @@ Overview
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Mesa's implementation of GLX is entirely implemented on the client side.
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Mesa's implementation of GLX is entirely implemented on the client side.
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Therefore, Mesa cannot immediately detect when an X window or pixmap is
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Therefore, Mesa cannot immediately detect when an X window or pixmap is
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destroyed in order to free any ancilliary data associated with the window
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destroyed in order to free any ancillary data associated with the window
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or pixmap.
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or pixmap.
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The glxMesaReleaseBuffers() function can be used to explicitly indicate
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The glxMesaReleaseBuffers() function can be used to explicitly indicate
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when the back color buffer, depth buffer, stencil buffer, and/or accum-
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when the back color buffer, depth buffer, stencil buffer, and/or accumu-
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ulation buffer associated with a drawable can be freed.
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lation buffer associated with a drawable can be freed.
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IP Status
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IP Status
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@ -60,7 +60,7 @@ Additions to Chapter 3 of the GLX 1.3 Specification (Functions and Errors)
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Bool glXReleaseBuffersMESA( Display *dpy, GLXDrawable d );
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Bool glXReleaseBuffersMESA( Display *dpy, GLXDrawable d );
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causes all software ancilliary buffers (back buffer, depth, stencil,
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causes all software ancillary buffers (back buffer, depth, stencil,
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accum, etc) associated with the named drawable to be immediately
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accum, etc) associated with the named drawable to be immediately
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deallocated. True is returned if <d> is a valid Mesa GLX drawable,
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deallocated. True is returned if <d> is a valid Mesa GLX drawable,
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else False is returned. After calling glXReleaseBuffersMESA, the
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else False is returned. After calling glXReleaseBuffersMESA, the
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@ -35,7 +35,7 @@ Overview
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Mesa's glViewport command queries the current window size and updates
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Mesa's glViewport command queries the current window size and updates
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its internal data structors accordingly. This normally works fine
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its internal data structors accordingly. This normally works fine
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since most applications call glViewport in responce to window size
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since most applications call glViewport in response to window size
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changes.
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changes.
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In some situations, however, the application may not call glViewport
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In some situations, however, the application may not call glViewport
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@ -65,7 +65,7 @@ Additions to the AGL/GLX/WGL Specifications
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Errors
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Errors
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INVALID_OPERATION is generated if ResizeBuffersMESA is called betweeen
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INVALID_OPERATION is generated if glResizeBuffersMESA is called between
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Begin and End.
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Begin and End.
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New State
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New State
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@ -88,8 +88,8 @@ Additions to the GLX 1.3 Specification
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this is typically the time required to display both the even and odd
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this is typically the time required to display both the even and odd
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fields of a frame of video data.
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fields of a frame of video data.
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If <interval> is set to a value of 0, buffer swaps are not synchron-
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If <interval> is set to a value of 0, buffer swaps are not synchro-
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ized to a video frame. The <interval> value is silently clamped to
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nized to a video frame. The <interval> value is silently clamped to
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the maximum implementation-dependent value supported before being
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the maximum implementation-dependent value supported before being
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stored.
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stored.
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@ -328,7 +328,7 @@ Additions to Chapter 3 of the OpenGL 2.0 Specification (Rasterization)
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-- Section 3.8.10 "Texture Completeness"
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-- Section 3.8.10 "Texture Completeness"
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Change the second paragaph (page 177) to say (spec changes identical
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Change the second paragraph (page 177) to say (spec changes identical
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to EXT_texture_array):
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to EXT_texture_array):
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"For one-, two-, or three-dimensional textures and one- or
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"For one-, two-, or three-dimensional textures and one- or
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@ -443,10 +443,10 @@ Additions to Chapter 3 of the OpenGL 2.0 Specification (Rasterization)
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Change second through fourth paragraphs (page 188) to say:
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Change second through fourth paragraphs (page 188) to say:
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"Let D_t be the depth texture value, in the range [0, 1]. For
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"Let D_t be the depth texture value, in the range [0, 1]. For
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texture lookups from one- and two-dimesional, rectangle, and
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texture lookups from one- and two-dimensional, rectangle, and
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one-dimensional array targets, let R be the interpolated <r>
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one-dimensional array targets, let R be the interpolated <r>
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texture coordinate, clamped to the range [0, 1]. For texture lookups
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texture coordinate, clamped to the range [0, 1]. For texture lookups
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from two-dimesional array texture targets, let R be the interpolated
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from two-dimensional array texture targets, let R be the interpolated
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<q> texture coordinate, clamped to the range [0, 1]. Then the
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<q> texture coordinate, clamped to the range [0, 1]. Then the
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effective texture value L_t, I_t, or A_t is computed as follows:
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effective texture value L_t, I_t, or A_t is computed as follows:
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@ -604,7 +604,7 @@ Additions to Chapter 5 of the OpenGL 2.0 Specification (Special Functions)
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-- Section 5.4 "Display Lists"
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-- Section 5.4 "Display Lists"
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Change the first paragraphi on page 242 to say (spec changes
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Change the first paragraph on page 242 to say (spec changes
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identical to EXT_texture_array):
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identical to EXT_texture_array):
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"TexImage3D, TexImage2D, TexImage1D, Histogram, and ColorTable are
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"TexImage3D, TexImage2D, TexImage1D, Histogram, and ColorTable are
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@ -44,7 +44,7 @@ Overview
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ARB_texture_compression_rgtc introduces some compressed red and
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ARB_texture_compression_rgtc introduces some compressed red and
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red_green signed formats but no uncompressed ones, which might
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red_green signed formats but no uncompressed ones, which might
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still be useful. NV_texture_shader adds signed texture formats,
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still be useful. NV_texture_shader adds signed texture formats,
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but also a lot of functionality which has been superceded by fragment
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but also a lot of functionality which has been superseded by fragment
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shaders.
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shaders.
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It is usually possible to get the same functionality
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It is usually possible to get the same functionality
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using a unsigned format by doing scale and bias in a shader, but this
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using a unsigned format by doing scale and bias in a shader, but this
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@ -105,7 +105,7 @@ Issues
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This is also different to what NV_texture_shader used.
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This is also different to what NV_texture_shader used.
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The above mapping should be considered the reference, but there
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The above mapping should be considered the reference, but there
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is some leeway so other mappings are allowed for implementations which
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is some leeway so other mappings are allowed for implementations which
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cannot do this. Particulary the mapping given in NV_texture_shader or
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cannot do this. Particularly the mapping given in NV_texture_shader or
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the standard OpenGL byte/float mapping is considered acceptable too, as
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the standard OpenGL byte/float mapping is considered acceptable too, as
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might be a mapping which represents -1.0 by -128, 0.0 by 0 and 1.0 by
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might be a mapping which represents -1.0 by -128, 0.0 by 0 and 1.0 by
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127 (that is, uses different scale factors for negative and positive
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127 (that is, uses different scale factors for negative and positive
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@ -88,7 +88,7 @@ Additions to Chapter 2 of the OpenGL 1.2 Specification (OpenGL Operation)
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WindosPos4MESA takes four values indicating x, y, z, and w.
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WindosPos4MESA takes four values indicating x, y, z, and w.
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WindowPos3MESA (or WindowPos2MESA) is analaguos, but sets only
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WindowPos3MESA (or WindowPos2MESA) is analaguos, but sets only
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x, y, and z with w implicitly set to 1 (or only x and y with z
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x, y, and z with w implicitly set to 1 (or only x and y with z
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implicititly set to 0 and w implicitly set to 1).
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implicitly set to 0 and w implicitly set to 1).
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WindowPosMESA operates like RasterPos except that the current modelview
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WindowPosMESA operates like RasterPos except that the current modelview
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matrix, projection matrix and viewport parameters are ignored and the
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matrix, projection matrix and viewport parameters are ignored and the
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@ -108,7 +108,7 @@ GLX Protocol
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Errors
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Errors
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INVALID_OPERATION is generated if WindowPosMESA is called betweeen
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INVALID_OPERATION is generated if WindowPosMESA is called between
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Begin and End.
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Begin and End.
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New State
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New State
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@ -26,7 +26,7 @@ Number
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Dependencies
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Dependencies
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OpenGL 1.0 or later is required
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OpenGL 1.0 or later is required
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This extensions is written against the OpenGL 1.4 Specification.
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This extension is written against the OpenGL 1.4 Specification.
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NV_texture_rectangle effects the definition of this extension.
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NV_texture_rectangle effects the definition of this extension.
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Overview
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Overview
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@ -104,7 +104,7 @@ Additions to Chapter 3 of the OpenGL 1.4 Specification (Rasterization)
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In section 3.6.4, Rasterization of Pixel Rectangles, on page 104,
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In section 3.6.4, Rasterization of Pixel Rectangles, on page 104,
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add the following to Table 3.12 (Packed pixel fiedl assignments):
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add the following to Table 3.12 (Packed pixel field assignments):
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First Second Third Fourth
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First Second Third Fourth
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Format Element Element Element Element
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Format Element Element Element Element
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