diff options
author | Andreas Boll <[email protected]> | 2012-06-12 09:05:36 +0200 |
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committer | Brian Paul <[email protected]> | 2012-06-12 08:03:30 -0600 |
commit | 210a27d8c33634c6b676a8a1d35d5fec98213181 (patch) | |
tree | 572c8613bfcbc31b48f79b3cb6656f5bfc9fc5f9 /docs/dispatch.html | |
parent | cc4188895be5525fa15c8b64b8338f901eda82fc (diff) |
docs: prefer lowercase html tags
Signed-off-by: Brian Paul <[email protected]>
Diffstat (limited to 'docs/dispatch.html')
-rw-r--r-- | docs/dispatch.html | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/docs/dispatch.html b/docs/dispatch.html index 1d3283aa6cc..e80a480659b 100644 --- a/docs/dispatch.html +++ b/docs/dispatch.html @@ -11,10 +11,10 @@ <p>Several factors combine to make efficient dispatch of OpenGL functions fairly complicated. This document attempts to explain some of the issues and introduce the reader to Mesa's implementation. Readers already familiar -with the issues around GL dispatch can safely skip ahead to the <A -HREF="#overview">overview of Mesa's implementation</A>.</p> +with the issues around GL dispatch can safely skip ahead to the <a +href="#overview">overview of Mesa's implementation</a>.</p> -<H2>1. Complexity of GL Dispatch</H2> +<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 @@ -89,14 +89,14 @@ overhead that it adds to every GL function call.</p> similar function. Mesa provides a wrapper function called <tt>_glapi_get_dispatch</tt> that is used by default.</p> -<H2>3. Optimizations</H2> +<h2>3. Optimizations</h2> <p>A number of optimizations have been made over the years to diminish the performance hit imposed by GL dispatch. This section describes these optimizations. The benefits of each optimization and the situations where each can or cannot be used are listed.</p> -<H3>3.1. Dual dispatch table pointers</H3> +<h3>3.1. Dual dispatch table pointers</h3> <p>The vast majority of OpenGL applications use the API in a single threaded manner. That is, the application has only one thread that makes calls into @@ -131,7 +131,7 @@ the common case.</p> <tr><td>Improved <tt>GET_DISPATCH</tt> Implementation</td></tr></table> </blockquote> -<H3>3.2. ELF TLS</H3> +<h3>3.2. ELF TLS</h3> <p>Starting with the 2.4.20 Linux kernel, each thread is allocated an area of per-thread, global storage. Variables can be put in this area using some @@ -161,7 +161,7 @@ extern __thread struct _glapi_table *_glapi_tls_Dispatch <tt>GLX_USE_TLS</tt>. Any platform capable of using TLS should use this as the default dispatch method.</p> -<H3>3.3. Assembly Language Dispatch Stubs</H3> +<h3>3.3. Assembly Language Dispatch Stubs</h3> <p>Many platforms has difficulty properly optimizing the tail-call in the dispatch stubs. Platforms like x86 that pass parameters on the stack seem @@ -170,7 +170,7 @@ routines are very short, and it is trivial to create optimal assembly language versions. The amount of optimization provided by using assembly stubs varies from platform to platform and application to application. However, by using the assembly stubs, many platforms can use an additional -space optimization (see <A HREF="#fixedsize">below</A>).</p> +space optimization (see <a href="#fixedsize">below</a>).</p> <p>The biggest hurdle to creating assembly stubs is handling the various ways that the dispatch table pointer can be accessed. There are four @@ -235,7 +235,7 @@ 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 -are typically generated by scripts (see <A HREF="#autogen">below</A>), this +are typically generated by scripts (see <a href="#autogen">below</a>), this isn't a significant problem.</p> <p>Once a new assembly file is created, it must be inserted in the build |