xref: /aosp_15_r20/external/mesa3d/docs/_extra/relnotes/4.1 (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1*61046927SAndroid Build Coastguard Worker
2*61046927SAndroid Build Coastguard Worker                            Mesa 4.1 release notes
3*61046927SAndroid Build Coastguard Worker
4*61046927SAndroid Build Coastguard Worker                               October 29, 2002
5*61046927SAndroid Build Coastguard Worker
6*61046927SAndroid Build Coastguard Worker                                PLEASE READ!!!!
7*61046927SAndroid Build Coastguard Worker
8*61046927SAndroid Build Coastguard Worker
9*61046927SAndroid Build Coastguard Worker
10*61046927SAndroid Build Coastguard WorkerIntroduction
11*61046927SAndroid Build Coastguard Worker------------
12*61046927SAndroid Build Coastguard Worker
13*61046927SAndroid Build Coastguard WorkerMesa uses an even/odd version number scheme like the Linux kernel.
14*61046927SAndroid Build Coastguard WorkerEven numbered versions (such as 4.0) designate stable releases.
15*61046927SAndroid Build Coastguard WorkerOdd numbered versions (such as 4.1) designate new developmental releases.
16*61046927SAndroid Build Coastguard Worker
17*61046927SAndroid Build Coastguard Worker
18*61046927SAndroid Build Coastguard WorkerNew Features in Mesa 4.1
19*61046927SAndroid Build Coastguard Worker------------------------
20*61046927SAndroid Build Coastguard Worker
21*61046927SAndroid Build Coastguard WorkerNew extensions.  Docs at http://oss.sgi.com/projects/ogl-sample/registry/
22*61046927SAndroid Build Coastguard Worker
23*61046927SAndroid Build Coastguard WorkerGL_NV_vertex_program
24*61046927SAndroid Build Coastguard Worker
25*61046927SAndroid Build Coastguard Worker    NVIDIA's vertex programming extension
26*61046927SAndroid Build Coastguard Worker
27*61046927SAndroid Build Coastguard WorkerGL_NV_vertex_program1_1
28*61046927SAndroid Build Coastguard Worker
29*61046927SAndroid Build Coastguard Worker    A few features built on top of GL_NV_vertex_program
30*61046927SAndroid Build Coastguard Worker
31*61046927SAndroid Build Coastguard WorkerGL_ARB_window_pos
32*61046927SAndroid Build Coastguard Worker
33*61046927SAndroid Build Coastguard Worker    This is the ARB-approved version of GL_MESA_window_pos
34*61046927SAndroid Build Coastguard Worker
35*61046927SAndroid Build Coastguard WorkerGL_ARB_depth_texture
36*61046927SAndroid Build Coastguard Worker
37*61046927SAndroid Build Coastguard Worker    This is the ARB-approved version of GL_SGIX_depth_texture.
38*61046927SAndroid Build Coastguard Worker    It allows depth (Z buffer) data to be stored in textures.
39*61046927SAndroid Build Coastguard Worker    This is used by GL_ARB_shadow
40*61046927SAndroid Build Coastguard Worker
41*61046927SAndroid Build Coastguard WorkerGL_ARB_shadow
42*61046927SAndroid Build Coastguard Worker
43*61046927SAndroid Build Coastguard Worker    Shadow mapping with depth textures.
44*61046927SAndroid Build Coastguard Worker    This is the ARB-approved version of GL_SGIX_shadow.
45*61046927SAndroid Build Coastguard Worker
46*61046927SAndroid Build Coastguard WorkerGL_ARB_shadow_ambient
47*61046927SAndroid Build Coastguard Worker
48*61046927SAndroid Build Coastguard Worker    Allows one to specify the luminance of shadowed pixels.
49*61046927SAndroid Build Coastguard Worker    This is the ARB-approved version of GL_SGIX_shadow_ambient.
50*61046927SAndroid Build Coastguard Worker
51*61046927SAndroid Build Coastguard WorkerGL_EXT_shadow_funcs
52*61046927SAndroid Build Coastguard Worker
53*61046927SAndroid Build Coastguard Worker    Extends the set of GL_ARB_shadow texture comparision functions to
54*61046927SAndroid Build Coastguard Worker    include all eight of standard OpenGL dept-test functions.
55*61046927SAndroid Build Coastguard Worker
56*61046927SAndroid Build Coastguard WorkerGL_ARB_point_parameters
57*61046927SAndroid Build Coastguard Worker
58*61046927SAndroid Build Coastguard Worker    This is basically the same as GL_EXT_point_parameters.
59*61046927SAndroid Build Coastguard Worker
60*61046927SAndroid Build Coastguard WorkerGL_ARB_texture_env_crossbar
61*61046927SAndroid Build Coastguard Worker
62*61046927SAndroid Build Coastguard Worker    Allows any texture combine stage to reference any texture source unit.
63*61046927SAndroid Build Coastguard Worker
64*61046927SAndroid Build Coastguard WorkerGL_NV_point_sprite
65*61046927SAndroid Build Coastguard Worker
66*61046927SAndroid Build Coastguard Worker    For rendering points as textured quads.  Useful for particle effects.
67*61046927SAndroid Build Coastguard Worker
68*61046927SAndroid Build Coastguard WorkerGL_NV_texture_rectangle  (new in 4.0.4 actually)
69*61046927SAndroid Build Coastguard Worker
70*61046927SAndroid Build Coastguard Worker    Allows one to use textures with sizes that are not powers of two.
71*61046927SAndroid Build Coastguard Worker    Note that mipmapping and several texture wrap modes are not allowed.
72*61046927SAndroid Build Coastguard Worker
73*61046927SAndroid Build Coastguard WorkerGL_EXT_multi_draw_arrays
74*61046927SAndroid Build Coastguard Worker
75*61046927SAndroid Build Coastguard Worker    Allows arrays of vertex arrays to be rendered with one call.
76*61046927SAndroid Build Coastguard Worker
77*61046927SAndroid Build Coastguard WorkerGL_EXT_stencil_two_side
78*61046927SAndroid Build Coastguard Worker
79*61046927SAndroid Build Coastguard Worker   Separate stencil modes for front and back-facing polygons.
80*61046927SAndroid Build Coastguard Worker
81*61046927SAndroid Build Coastguard WorkerGLX_SGIX_fbconfig & GLX_SGIX_pbuffer
82*61046927SAndroid Build Coastguard Worker
83*61046927SAndroid Build Coastguard Worker   Off-screen rendering support.
84*61046927SAndroid Build Coastguard Worker
85*61046927SAndroid Build Coastguard WorkerGL_ATI_texture_mirror_once
86*61046927SAndroid Build Coastguard Worker
87*61046927SAndroid Build Coastguard Worker   Adds two new texture wrap modes: GL_MIRROR_CLAMP_ATI and
88*61046927SAndroid Build Coastguard Worker   GL_MIRROR_CLAMP_TO_EDGE_ATI.
89*61046927SAndroid Build Coastguard Worker
90*61046927SAndroid Build Coastguard Worker
91*61046927SAndroid Build Coastguard Worker
92*61046927SAndroid Build Coastguard WorkerDevice Driver Status
93*61046927SAndroid Build Coastguard Worker--------------------
94*61046927SAndroid Build Coastguard Worker
95*61046927SAndroid Build Coastguard WorkerA number of Mesa's software drivers haven't been actively maintained for
96*61046927SAndroid Build Coastguard Workersome time.  We rely on volunteers to maintain many of these drivers.
97*61046927SAndroid Build Coastguard WorkerHere's the current status of all included drivers:
98*61046927SAndroid Build Coastguard Worker
99*61046927SAndroid Build Coastguard Worker
100*61046927SAndroid Build Coastguard WorkerDriver			Status
101*61046927SAndroid Build Coastguard Worker----------------------	---------------------
102*61046927SAndroid Build Coastguard WorkerXMesa (Xlib)		implements OpenGL 1.3
103*61046927SAndroid Build Coastguard WorkerOSMesa (off-screen)	implements OpenGL 1.3
104*61046927SAndroid Build Coastguard WorkerFX (3dfx Voodoo1/2)	implements OpenGL 1.3
105*61046927SAndroid Build Coastguard WorkerSVGA			implements OpenGL 1.3
106*61046927SAndroid Build Coastguard WorkerWind River UGL		implements OpenGL 1.3
107*61046927SAndroid Build Coastguard WorkerWindows/Win32		implements OpenGL 1.3
108*61046927SAndroid Build Coastguard WorkerDOS/DJGPP		implements OpenGL 1.3
109*61046927SAndroid Build Coastguard WorkerGGI			implements OpenGL 1.3
110*61046927SAndroid Build Coastguard WorkerBeOS			needs updating (underway)
111*61046927SAndroid Build Coastguard WorkerAllegro			needs updating
112*61046927SAndroid Build Coastguard WorkerD3D			needs updating
113*61046927SAndroid Build Coastguard WorkerDOS			needs updating
114*61046927SAndroid Build Coastguard Worker
115*61046927SAndroid Build Coastguard Worker
116*61046927SAndroid Build Coastguard Worker
117*61046927SAndroid Build Coastguard WorkerNew features in GLUT
118*61046927SAndroid Build Coastguard Worker--------------------
119*61046927SAndroid Build Coastguard Worker
120*61046927SAndroid Build Coastguard Worker1. Frames per second printing
121*61046927SAndroid Build Coastguard Worker
122*61046927SAndroid Build Coastguard Worker   GLUT now looks for an environment variable called "GLUT_FPS".  If it's
123*61046927SAndroid Build Coastguard Worker   set, GLUT will print out a frames/second statistic to stderr when
124*61046927SAndroid Build Coastguard Worker   glutSwapBuffers() is called.  By default, frames/second is computed
125*61046927SAndroid Build Coastguard Worker   and displayed once every 5 seconds.  You can specify a different
126*61046927SAndroid Build Coastguard Worker   interval (in milliseconds) when you set the env var.  For example
127*61046927SAndroid Build Coastguard Worker   'export GLUT_FPS=1000' or 'setenv GLUT_FPS 1000' will set the interval
128*61046927SAndroid Build Coastguard Worker   to one second.
129*61046927SAndroid Build Coastguard Worker
130*61046927SAndroid Build Coastguard Worker   NOTE: the demo or application must call the glutInit() function for
131*61046927SAndroid Build Coastguard Worker   this to work.  Otherwise, the env var will be ignored.
132*61046927SAndroid Build Coastguard Worker
133*61046927SAndroid Build Coastguard Worker   Finally, this feature may not be reliable in multi-window programs.
134*61046927SAndroid Build Coastguard Worker
135*61046927SAndroid Build Coastguard Worker
136*61046927SAndroid Build Coastguard Worker2. glutGetProcAddress() function
137*61046927SAndroid Build Coastguard Worker
138*61046927SAndroid Build Coastguard Worker   The new function:
139*61046927SAndroid Build Coastguard Worker
140*61046927SAndroid Build Coastguard Worker        void *glutGetProcAddress(const char *procName)
141*61046927SAndroid Build Coastguard Worker
142*61046927SAndroid Build Coastguard Worker   is a wrapper for glXGetProcAddressARB() and wglGetProcAddress().  It
143*61046927SAndroid Build Coastguard Worker   lets you dynamically get the address of an OpenGL function at runtime.
144*61046927SAndroid Build Coastguard Worker   The GLUT_API_VERSION has been bumped to 5, but I haven't bumped the
145*61046927SAndroid Build Coastguard Worker   GLUT version number from 3.7 since that's probably Mark Kilgard's role.
146*61046927SAndroid Build Coastguard Worker
147*61046927SAndroid Build Coastguard Worker   This function should probably also be able to return the address of
148*61046927SAndroid Build Coastguard Worker   GLUT functions themselves, but it doesn't do that yet.
149*61046927SAndroid Build Coastguard Worker
150*61046927SAndroid Build Coastguard Worker
151*61046927SAndroid Build Coastguard Worker
152*61046927SAndroid Build Coastguard WorkerXXX Things To Do Yet XXXX
153*61046927SAndroid Build Coastguard Worker-------------------------
154*61046927SAndroid Build Coastguard Worker
155*61046927SAndroid Build Coastguard Workerisosurf with vertex program exhibits some missing triangles (probably
156*61046927SAndroid Build Coastguard Workerwhen recycling the vertex buffer for long prims).
157*61046927SAndroid Build Coastguard Worker
158*61046927SAndroid Build Coastguard Worker
159*61046927SAndroid Build Coastguard Worker
160*61046927SAndroid Build Coastguard WorkerPorting Info
161*61046927SAndroid Build Coastguard Worker------------
162*61046927SAndroid Build Coastguard Worker
163*61046927SAndroid Build Coastguard WorkerIf you're porting a DRI or other driver from Mesa 4.0.x to Mesa 4.1 here
164*61046927SAndroid Build Coastguard Workerare some things to change:
165*61046927SAndroid Build Coastguard Worker
166*61046927SAndroid Build Coastguard Worker1. ctx->Texture._ReallyEnabled is obsolete.
167*61046927SAndroid Build Coastguard Worker
168*61046927SAndroid Build Coastguard Worker   Since there are now 5 texture targets (1D, 2D, 3D, cube and rect) that
169*61046927SAndroid Build Coastguard Worker   left room for only 6 units (6*5 < 32) in this field.
170*61046927SAndroid Build Coastguard Worker   This field is being replaced by ctx->Texture._EnabledUnits which has one
171*61046927SAndroid Build Coastguard Worker   bit per texture unit.  If the bit k of _EnabledUnits is set, that means
172*61046927SAndroid Build Coastguard Worker   ctx->Texture.Unit[k]._ReallyEnabled is non-zero.  You'll have to look at
173*61046927SAndroid Build Coastguard Worker   ctx->Texture.Unit[k]._ReallyEnabled to learn if the 1D, 2D, 3D, cube or
174*61046927SAndroid Build Coastguard Worker   rect texture is enabled for unit k.
175*61046927SAndroid Build Coastguard Worker
176*61046927SAndroid Build Coastguard Worker   This also means that the constants TEXTURE1_*, TEXTURE2_*, etc are
177*61046927SAndroid Build Coastguard Worker   obsolete.
178*61046927SAndroid Build Coastguard Worker
179*61046927SAndroid Build Coastguard Worker   The tokens TEXTURE0_* have been replaced as well (since there's no
180*61046927SAndroid Build Coastguard Worker   significance to the "0" part:
181*61046927SAndroid Build Coastguard Worker
182*61046927SAndroid Build Coastguard Worker   old token           new token
183*61046927SAndroid Build Coastguard Worker   TEXTURE0_1D         TEXTURE_1D_BIT
184*61046927SAndroid Build Coastguard Worker   TEXTURE0_2D         TEXTURE_2D_BIT
185*61046927SAndroid Build Coastguard Worker   TEXTURE0_3D         TEXTURE_3D_BIT
186*61046927SAndroid Build Coastguard Worker   TEXTURE0_CUBE       TEXTURE_CUBE_BIT
187*61046927SAndroid Build Coastguard Worker   <none>              TEXTURE_RECT_BIT
188*61046927SAndroid Build Coastguard Worker
189*61046927SAndroid Build Coastguard Worker   These tokens are only used for the ctx->Texture.Unit[i].Enabled and
190*61046927SAndroid Build Coastguard Worker   ctx->Texture.Unit[i]._ReallyEnabled fields.  Exactly 0 or 1 bits will
191*61046927SAndroid Build Coastguard Worker   be set in _ReallyEnabled at any time!
192*61046927SAndroid Build Coastguard Worker
193*61046927SAndroid Build Coastguard Worker   Q: "What's the purpose of Unit[i].Enabled vs Unit[i]._ReallyEnabled?"
194*61046927SAndroid Build Coastguard Worker   A: The user can enable GL_TEXTURE_1D, GL_TEXTURE_2D, etc for any
195*61046927SAndroid Build Coastguard Worker      texure unit all at once (an unusual thing to do).
196*61046927SAndroid Build Coastguard Worker      OpenGL defines priorities that basically say GL_TEXTURE_2D has
197*61046927SAndroid Build Coastguard Worker      higher priority than GL_TEXTURE_1D, etc.  Also, just because a
198*61046927SAndroid Build Coastguard Worker      texture target is enabled by the user doesn't mean we'll actually
199*61046927SAndroid Build Coastguard Worker      use that texture!  If a texture object is incomplete (missing mip-
200*61046927SAndroid Build Coastguard Worker      map levels, etc) it's as if texturing is disabled for that target.
201*61046927SAndroid Build Coastguard Worker      The _ReallyEnabled field will have a bit set ONLY if the texture
202*61046927SAndroid Build Coastguard Worker      target is enabled and complete.  This spares the driver writer from
203*61046927SAndroid Build Coastguard Worker      examining a _lot_ of GL state to determine which texture target is
204*61046927SAndroid Build Coastguard Worker      to be used.
205*61046927SAndroid Build Coastguard Worker
206*61046927SAndroid Build Coastguard Worker
207*61046927SAndroid Build Coastguard Worker2. Tnl tokens changes
208*61046927SAndroid Build Coastguard Worker
209*61046927SAndroid Build Coastguard Worker   During the implementation of GL_NV_vertex_program some of the vertex
210*61046927SAndroid Build Coastguard Worker   buffer code was changed.  Specifically, the VERT_* bits defined in
211*61046927SAndroid Build Coastguard Worker   tnl/t_context.h have been renamed to better match the conventions of
212*61046927SAndroid Build Coastguard Worker   GL_NV_vertex_program.  The old names are still present but obsolete.
213*61046927SAndroid Build Coastguard Worker   Drivers should use the newer names.
214*61046927SAndroid Build Coastguard Worker
215*61046927SAndroid Build Coastguard Worker   For example:  VERT_RGBA is now VERT_BIT_COLOR0 and
216*61046927SAndroid Build Coastguard Worker   VERT_SPEC_RGB is now VERT_BIT_COLOR1.
217*61046927SAndroid Build Coastguard Worker
218*61046927SAndroid Build Coastguard Worker
219*61046927SAndroid Build Coastguard Worker
220*61046927SAndroid Build Coastguard Worker3. Read/Draw Buffer changes
221*61046927SAndroid Build Coastguard Worker
222*61046927SAndroid Build Coastguard Worker   The business of setting the current read/draw buffers in Mesa 4.0.x
223*61046927SAndroid Build Coastguard Worker   was complicated.  It's much simpler now in Mesa 4.1.
224*61046927SAndroid Build Coastguard Worker
225*61046927SAndroid Build Coastguard Worker   Here are the changes:
226*61046927SAndroid Build Coastguard Worker
227*61046927SAndroid Build Coastguard Worker   - Renamed ctx->Color.DrawDestMask to ctx->Color._DrawDestMask
228*61046927SAndroid Build Coastguard Worker   - Removed ctx->Color.DriverDrawBuffer
229*61046927SAndroid Build Coastguard Worker   - Removed ctx->Pixel.DriverReadBuffer
230*61046927SAndroid Build Coastguard Worker   - Removed ctx->Color.MultiDrawBuffer
231*61046927SAndroid Build Coastguard Worker   - Removed ctx->Driver.SetDrawBuffer()
232*61046927SAndroid Build Coastguard Worker   - Removed swrast->Driver.SetReadBuffer().
233*61046927SAndroid Build Coastguard Worker   - Added ctx->Color._DrawDestMask - a bitmask of FRONT/BACK_LEFT/RIGHT_BIT
234*61046927SAndroid Build Coastguard Worker     values to indicate the current draw buffers.
235*61046927SAndroid Build Coastguard Worker   - Added ctx->Pixel._ReadSrcMask to indicate the source for pixel reading.
236*61046927SAndroid Build Coastguard Worker     The value is _one_ of the FRONT/BACK_LEFT/RIGHT_BIT values.
237*61046927SAndroid Build Coastguard Worker   - Added ctx->Driver.DrawBuffer() and ctx->Driver.ReadBuffer().
238*61046927SAndroid Build Coastguard Worker     These functions exactly correspond to glDrawBuffer and glReadBuffer calls.
239*61046927SAndroid Build Coastguard Worker     Many drivers will set ctx->Driver.DrawBuffer = _swrast_DrawBuffer and
240*61046927SAndroid Build Coastguard Worker     leave ctx->Draw.ReadBuffer NULL.
241*61046927SAndroid Build Coastguard Worker     DRI drivers should implement their own function for ctx->Driver.DrawBuffer
242*61046927SAndroid Build Coastguard Worker     and use it to set the current hardware drawing buffer.  You'll probably
243*61046927SAndroid Build Coastguard Worker     also want to check for GL_FRONT_AND_BACK mode and fall back to software.
244*61046927SAndroid Build Coastguard Worker     Call _swrast_DrawBuffer() too, to update the swrast state.
245*61046927SAndroid Build Coastguard Worker   - Added swrast->Driver.SetBuffer().
246*61046927SAndroid Build Coastguard Worker     This function should be implemented by all device drivers that use swrast.
247*61046927SAndroid Build Coastguard Worker     Mesa will call it to specify the buffer to use for span reading AND
248*61046927SAndroid Build Coastguard Worker     writing and point/line/triangle rendering.
249*61046927SAndroid Build Coastguard Worker     There should be no confusion between current read or draw buffer anymore.
250*61046927SAndroid Build Coastguard Worker   - Added swrast->CurrentBuffer to indicate which color buffer to read/draw.
251*61046927SAndroid Build Coastguard Worker     Will be FRONT_LEFT_BIT, BACK_LEFT_BIT, FRONT_RIGHT_BIT or BACK_RIGHT_BIT.
252*61046927SAndroid Build Coastguard Worker     This value is usually passed to swrast->Driver.SetBuffer().
253*61046927SAndroid Build Coastguard Worker
254*61046927SAndroid Build Coastguard Worker
255*61046927SAndroid Build Coastguard Worker4. _mesa_create_context() changes.  This function now takes a pointer to
256*61046927SAndroid Build Coastguard Worker   a __GLimports object.  The __GLimports structure contains function
257*61046927SAndroid Build Coastguard Worker   pointers to system functions like fprintf(), malloc(), etc.
258*61046927SAndroid Build Coastguard Worker   The _mesa_init_default_imports() function can be used to initialize
259*61046927SAndroid Build Coastguard Worker   a __GLimports object.  Most device drivers (like the DRI drivers)
260*61046927SAndroid Build Coastguard Worker   should use this.
261*61046927SAndroid Build Coastguard Worker
262*61046927SAndroid Build Coastguard Worker
263*61046927SAndroid Build Coastguard Worker5. In tnl's struct vertex_buffer, the field "ProjectedClipCoords"
264*61046927SAndroid Build Coastguard Worker   has been replaced by "NdcPtr" to better match the OpenGL spec's
265*61046927SAndroid Build Coastguard Worker   terminology.
266*61046927SAndroid Build Coastguard Worker
267*61046927SAndroid Build Coastguard Worker
268*61046927SAndroid Build Coastguard Worker6. Since GL_EXT_stencil_two_side has been implemented, many of the
269*61046927SAndroid Build Coastguard Worker   ctx->Stencil fields are now 2-element arrays.  For example,
270*61046927SAndroid Build Coastguard Worker   "GLenum Ref" is now "GLenum Ref[2]"  The [0] elements are the front-face
271*61046927SAndroid Build Coastguard Worker   values and the [1] elements are the back-face values.
272*61046927SAndroid Build Coastguard Worker   ctx->Stencil.ActiveFace is 0 or 1 to indicate the current face for
273*61046927SAndroid Build Coastguard Worker   the glStencilOp/Func/Mask() functions.
274*61046927SAndroid Build Coastguard Worker   ctx->Stencil.TestTwoSide controls whether or not 1 or 2-sided stenciling
275*61046927SAndroid Build Coastguard Worker   is enabled.
276*61046927SAndroid Build Coastguard Worker
277*61046927SAndroid Build Coastguard Worker
278*61046927SAndroid Build Coastguard Worker7. Removed ctx->Polygon._OffsetAny.  Removed ctx->Polygon.OffsetMRD.
279*61046927SAndroid Build Coastguard Worker
280*61046927SAndroid Build Coastguard Worker
281*61046927SAndroid Build Coastguard Worker8. GLfloat / GLchan changes:
282*61046927SAndroid Build Coastguard Worker
283*61046927SAndroid Build Coastguard Worker   - Changed ctx->Driver.ClearColor() to take GLfloat[4] instead of GLchan[4].
284*61046927SAndroid Build Coastguard Worker     ctx->Color.ClearColor is now GLfloat[4] too.
285*61046927SAndroid Build Coastguard Worker   - Changed ctx->Driver.AlphaRef() to take GLfloat instead of GLchan.
286*61046927SAndroid Build Coastguard Worker   - ctx->Color.AlphaRef is now GLfloat.
287*61046927SAndroid Build Coastguard Worker   - texObj->BorderColor is now GLfloat[4].  texObj->_BorderChan is GLchan[4].
288*61046927SAndroid Build Coastguard Worker
289*61046927SAndroid Build Coastguard Worker   This is part of an effort to remove all GLchan types from core Mesa so
290*61046927SAndroid Build Coastguard Worker   that someday we can support 8, 16 and 32-bit color channels dynamically
291*61046927SAndroid Build Coastguard Worker   at runtime, instead of at compile-time.
292*61046927SAndroid Build Coastguard Worker
293*61046927SAndroid Build Coastguard Worker
294*61046927SAndroid Build Coastguard Worker9. GLboolean ctx->Tranform.ClipEnabled[MAX_CLIP_PLANES] has been replaced
295*61046927SAndroid Build Coastguard Worker   by GLuint ctx->Transform.ClipPlanesEnabled.  The later is a bitfield.
296*61046927SAndroid Build Coastguard Worker
297*61046927SAndroid Build Coastguard Worker
298*61046927SAndroid Build Coastguard Worker10. There's a new matrix_stack type in mtypes.h used for the Modelview,
299*61046927SAndroid Build Coastguard Worker   Projection, Color and Texcoord matrix stacks.
300*61046927SAndroid Build Coastguard Worker
301*61046927SAndroid Build Coastguard Worker
302*61046927SAndroid Build Coastguard Worker11. The ctx->Current.* fields have changed a lot.  Now, there's a
303*61046927SAndroid Build Coastguard Worker   ctx->Current.Attrib[] array for all vertex attributes which matches
304*61046927SAndroid Build Coastguard Worker   the NV vertex program conventions.
305*61046927SAndroid Build Coastguard Worker
306*61046927SAndroid Build Coastguard Worker
307*61046927SAndroid Build Coastguard Worker----------------------------------------------------------------------
308