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authorErik Faye-Lund <[email protected]>2019-05-28 13:34:34 +0200
committerErik Faye-Lund <[email protected]>2019-06-05 23:48:44 +0200
commit0ee366960c32067b528077c49362c468364d0206 (patch)
treef46e95dfdf4ccf6271e945db8a3c676ab8d7d712 /docs
parentd60dc5d16f2f8947555e08c0745efcdc5dbb1e64 (diff)
docs: use code instead of tt-tag
The tt-tag has been removed from HTML5, so let's normalize this to code-tags intead. This just makes things a bit more consistent, as we've mixed these left and right so far anyway. Signed-off-by: Erik Faye-Lund <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
Diffstat (limited to 'docs')
-rw-r--r--docs/codingstyle.html14
-rw-r--r--docs/dispatch.html90
-rw-r--r--docs/download.html10
-rw-r--r--docs/relnotes/7.10.1.html4
-rw-r--r--docs/relnotes/7.9.2.html6
-rw-r--r--docs/relnotes/8.0.html2
-rw-r--r--docs/repository.html2
-rw-r--r--docs/shading.html2
8 files changed, 65 insertions, 65 deletions
diff --git a/docs/codingstyle.html b/docs/codingstyle.html
index 66ffc0c33bf..e8832e7967c 100644
--- a/docs/codingstyle.html
+++ b/docs/codingstyle.html
@@ -48,8 +48,8 @@ For example:
}
</pre>
-<li>Put a space before/after operators. For example, <tt>a = b + c;</tt>
-and not <tt>a=b+c;</tt>
+<li>Put a space before/after operators. For example, <code>a = b + c;</code>
+and not <code>a=b+c;</code>
<li>This GNU indent command generally does the right thing for formatting:
<pre>
@@ -127,11 +127,11 @@ while gallium typically uses underscores (Ex: "local_var_name").
<li>Global variables are almost never used because Mesa should be thread-safe.
<li>Booleans. Places that are not directly visible to the GL API
-should prefer the use of <tt>bool</tt>, <tt>true</tt>, and
-<tt>false</tt> over <tt>GLboolean</tt>, <tt>GL_TRUE</tt>, and
-<tt>GL_FALSE</tt>. In C code, this may mean that
-<tt>#include &lt;stdbool.h&gt;</tt> needs to be added. The
-<tt>try_emit_</tt>* methods in src/mesa/program/ir_to_mesa.cpp and
+should prefer the use of <code>bool</code>, <code>true</code>, and
+<code>false</code> over <code>GLboolean</code>, <code>GL_TRUE</code>, and
+<code>GL_FALSE</code>. In C code, this may mean that
+<code>#include &lt;stdbool.h&gt;</code> needs to be added. The
+<code>try_emit_</code>* methods in src/mesa/program/ir_to_mesa.cpp and
src/mesa/state_tracker/st_glsl_to_tgsi.cpp can serve as examples.
</ul>
diff --git a/docs/dispatch.html b/docs/dispatch.html
index 19570bcf37a..7860f2833a8 100644
--- a/docs/dispatch.html
+++ b/docs/dispatch.html
@@ -30,28 +30,28 @@ of the GL related state for the application. Every texture, every buffer
object, every enable, and much, much more is stored in the context. Since
an application can have more than one context, the context to be used is
selected by a window-system dependent function such as
-<tt>glXMakeContextCurrent</tt>.</p>
+<code>glXMakeContextCurrent</code>.</p>
<p>In environments that implement OpenGL with X-Windows using GLX, every GL
-function, including the pointers returned by <tt>glXGetProcAddress</tt>, are
+function, including the pointers returned by <code>glXGetProcAddress</code>, are
<em>context independent</em>. This means that no matter what context is
-currently active, the same <tt>glVertex3fv</tt> function is used.</p>
+currently active, the same <code>glVertex3fv</code> function is used.</p>
<p>This creates the first bit of dispatch complexity. An application can
have two GL contexts. One context is a direct rendering context where
function calls are routed directly to a driver loaded within the
application's address space. The other context is an indirect rendering
context where function calls are converted to GLX protocol and sent to a
-server. The same <tt>glVertex3fv</tt> has to do the right thing depending
+server. The same <code>glVertex3fv</code> has to do the right thing depending
on which context is current.</p>
<p>Highly optimized drivers or GLX protocol implementations may want to
change the behavior of GL functions depending on current state. For
-example, <tt>glFogCoordf</tt> may operate differently depending on whether
+example, <code>glFogCoordf</code> may operate differently depending on whether
or not fog is enabled.</p>
<p>In multi-threaded environments, it is possible for each thread to have a
-different GL context current. This means that poor old <tt>glVertex3fv</tt>
+different GL context current. This means that poor old <code>glVertex3fv</code>
has to know which GL context is current in the thread where it is being
called.</p>
@@ -64,18 +64,18 @@ dispatch table stores pointers to functions that actually implement
specific GL functions. Each time a new context is made current in a thread,
these pointers a updated.</p>
-<p>The implementation of functions such as <tt>glVertex3fv</tt> becomes
+<p>The implementation of functions such as <code>glVertex3fv</code> becomes
conceptually simple:</p>
<ul>
<li>Fetch the current dispatch table pointer.</li>
-<li>Fetch the pointer to the real <tt>glVertex3fv</tt> function from the
+<li>Fetch the pointer to the real <code>glVertex3fv</code> function from the
table.</li>
<li>Call the real function.</li>
</ul>
<p>This can be implemented in just a few lines of C code. The file
-<tt>src/mesa/glapi/glapitemp.h</tt> contains code very similar to this.</p>
+<code>src/mesa/glapi/glapitemp.h</code> contains code very similar to this.</p>
<blockquote>
<table border="1">
@@ -93,9 +93,9 @@ void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
overhead that it adds to every GL function call.</p>
<p>In a multithreaded environment, a naive implementation of
-<tt>GET_DISPATCH</tt> involves a call to <tt>pthread_getspecific</tt> or a
+<code>GET_DISPATCH</code> involves a call to <code>pthread_getspecific</code> or a
similar function. Mesa provides a wrapper function called
-<tt>_glapi_get_dispatch</tt> that is used by default.</p>
+<code>_glapi_get_dispatch</code> that is used by default.</p>
<h2>3. Optimizations</h2>
@@ -109,7 +109,7 @@ each can or cannot be used are listed.</p>
<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
the GL. In these cases, not only do the calls to
-<tt>pthread_getspecific</tt> hurt performance, but they are completely
+<code>pthread_getspecific</code> hurt performance, but they are completely
unnecessary! It is possible to detect this common case and avoid these
calls.</p>
@@ -118,15 +118,15 @@ of the executing thread. If the same thread ID is always seen, Mesa knows
that the application is, from OpenGL's point of view, single threaded.</p>
<p>As long as an application is single threaded, Mesa stores a pointer to
-the dispatch table in a global variable called <tt>_glapi_Dispatch</tt>.
+the dispatch table in a global variable called <code>_glapi_Dispatch</code>.
The pointer is also stored in a per-thread location via
-<tt>pthread_setspecific</tt>. When Mesa detects that an application has
-become multithreaded, <tt>NULL</tt> is stored in <tt>_glapi_Dispatch</tt>.</p>
+<code>pthread_setspecific</code>. When Mesa detects that an application has
+become multithreaded, <code>NULL</code> is stored in <code>_glapi_Dispatch</code>.</p>
<p>Using this simple mechanism the dispatch functions can detect the
-multithreaded case by comparing <tt>_glapi_Dispatch</tt> to <tt>NULL</tt>.
-The resulting implementation of <tt>GET_DISPATCH</tt> is slightly more
-complex, but it avoids the expensive <tt>pthread_getspecific</tt> call in
+multithreaded case by comparing <code>_glapi_Dispatch</code> to <code>NULL</code>.
+The resulting implementation of <code>GET_DISPATCH</code> is slightly more
+complex, but it avoids the expensive <code>pthread_getspecific</code> call in
the common case.</p>
<blockquote>
@@ -136,7 +136,7 @@ the common case.</p>
(_glapi_Dispatch != NULL) \
? _glapi_Dispatch : pthread_getspecific(&amp;_glapi_Dispatch_key)
</pre></td></tr>
-<tr><td>Improved <tt>GET_DISPATCH</tt> Implementation</td></tr></table>
+<tr><td>Improved <code>GET_DISPATCH</code> Implementation</td></tr></table>
</blockquote>
<h3>3.2. ELF TLS</h3>
@@ -144,14 +144,14 @@ the common case.</p>
<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
extensions to GCC. By storing the dispatch table pointer in this area, the
-expensive call to <tt>pthread_getspecific</tt> and the test of
-<tt>_glapi_Dispatch</tt> can be avoided.</p>
+expensive call to <code>pthread_getspecific</code> and the test of
+<code>_glapi_Dispatch</code> can be avoided.</p>
<p>The dispatch table pointer is stored in a new variable called
-<tt>_glapi_tls_Dispatch</tt>. A new variable name is used so that a single
+<code>_glapi_tls_Dispatch</code>. A new variable name is used so that a single
libGL can implement both interfaces. This allows the libGL to operate with
direct rendering drivers that use either interface. Once the pointer is
-properly declared, <tt>GET_DISPACH</tt> becomes a simple variable
+properly declared, <code>GET_DISPACH</code> becomes a simple variable
reference.</p>
<blockquote>
@@ -162,11 +162,11 @@ extern __thread struct _glapi_table *_glapi_tls_Dispatch
#define GET_DISPATCH() _glapi_tls_Dispatch
</pre></td></tr>
-<tr><td>TLS <tt>GET_DISPATCH</tt> Implementation</td></tr></table>
+<tr><td>TLS <code>GET_DISPATCH</code> Implementation</td></tr></table>
</blockquote>
<p>Use of this path is controlled by the preprocessor define
-<tt>GLX_USE_TLS</tt>. Any platform capable of using TLS should use this as
+<code>GLX_USE_TLS</code>. Any platform capable of using TLS should use this as
the default dispatch method.</p>
<h3>3.3. Assembly Language Dispatch Stubs</h3>
@@ -185,13 +185,13 @@ ways that the dispatch table pointer can be accessed. There are four
different methods that can be used:</p>
<ol>
-<li>Using <tt>_glapi_Dispatch</tt> directly in builds for non-multithreaded
+<li>Using <code>_glapi_Dispatch</code> directly in builds for non-multithreaded
environments.</li>
-<li>Using <tt>_glapi_Dispatch</tt> and <tt>_glapi_get_dispatch</tt> in
+<li>Using <code>_glapi_Dispatch</code> and <code>_glapi_get_dispatch</code> in
multithreaded environments.</li>
-<li>Using <tt>_glapi_Dispatch</tt> and <tt>pthread_getspecific</tt> in
+<li>Using <code>_glapi_Dispatch</code> and <code>pthread_getspecific</code> in
multithreaded environments.</li>
-<li>Using <tt>_glapi_tls_Dispatch</tt> directly in TLS enabled
+<li>Using <code>_glapi_tls_Dispatch</code> directly in TLS enabled
multithreaded environments.</li>
</ol>
@@ -204,13 +204,13 @@ terribly relevant.</p>
few preprocessor defines.</p>
<ul>
-<li>If <tt>GLX_USE_TLS</tt> is defined, method #3 is used.</li>
-<li>If <tt>HAVE_PTHREAD</tt> is defined, method #2 is used.</li>
+<li>If <code>GLX_USE_TLS</code> is defined, method #3 is used.</li>
+<li>If <code>HAVE_PTHREAD</code> is defined, method #2 is used.</li>
<li>If none of the preceding are defined, method #1 is used.</li>
</ul>
<p>Two different techniques are used to handle the various different cases.
-On x86 and SPARC, a macro called <tt>GL_STUB</tt> is used. In the preamble
+On x86 and SPARC, a macro called <code>GL_STUB</code> is used. In the preamble
of the assembly source file different implementations of the macro are
selected based on the defined preprocessor variables. The assembly code
then consists of a series of invocations of the macros such as:
@@ -220,7 +220,7 @@ then consists of a series of invocations of the macros such as:
<tr><td><pre>
GL_STUB(Color3fv, _gloffset_Color3fv)
</pre></td></tr>
-<tr><td>SPARC Assembly Implementation of <tt>glColor3fv</tt></td></tr></table>
+<tr><td>SPARC Assembly Implementation of <code>glColor3fv</code></td></tr></table>
</blockquote>
<p>The benefit of this technique is that changes to the calling pattern
@@ -231,32 +231,32 @@ changed lines in the assembly code.</p>
implementation does not change based on the parameters passed to the
function. For example, since x86 passes all parameters on the stack, no
additional code is needed to save and restore function parameters around a
-call to <tt>pthread_getspecific</tt>. Since x86-64 passes parameters in
+call to <code>pthread_getspecific</code>. Since x86-64 passes parameters in
registers, varying amounts of code needs to be inserted around the call to
-<tt>pthread_getspecific</tt> to save and restore the GL function's
+<code>pthread_getspecific</code> to save and restore the GL function's
parameters.</p>
<p>The other technique, used by platforms like x86-64 that cannot use the
-first technique, is to insert <tt>#ifdef</tt> within the assembly
+first technique, is to insert <code>#ifdef</code> within the assembly
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
+larger (e.g., 29,332 lines for <code>glapi_x86-64.S</code> versus 1,155 lines for
+<code>glapi_x86.S</code>) and causes simple changes to the function
implementation to generate many lines of diffs. Since the assembly files
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
system. There are two steps to this. The file must first be added to
-<tt>src/mesa/sources</tt>. That gets the file built and linked. The second
-step is to add the correct <tt>#ifdef</tt> magic to
-<tt>src/mesa/glapi/glapi_dispatch.c</tt> to prevent the C version of the
+<code>src/mesa/sources</code>. That gets the file built and linked. The second
+step is to add the correct <code>#ifdef</code> magic to
+<code>src/mesa/glapi/glapi_dispatch.c</code> to prevent the C version of the
dispatch functions from being built.</p>
<h3 id="fixedsize">3.4. Fixed-Length Dispatch Stubs</h3>
-<p>To implement <tt>glXGetProcAddress</tt>, Mesa stores a table that
+<p>To implement <code>glXGetProcAddress</code>, Mesa stores a table that
associates function names with pointers to those functions. This table is
-stored in <tt>src/mesa/glapi/glprocs.h</tt>. For different reasons on
+stored in <code>src/mesa/glapi/glprocs.h</code>. For different reasons on
different platforms, storing all of those pointers is inefficient. On most
platforms, including all known platforms that support TLS, we can avoid this
added overhead.</p>
@@ -267,8 +267,8 @@ calculated by multiplying the size of the dispatch stub by the offset of the
function in the table. This value is then added to the address of the first
dispatch stub.</p>
-<p>This path is activated by adding the correct <tt>#ifdef</tt> magic to
-<tt>src/mesa/glapi/glapi.c</tt> just before <tt>glprocs.h</tt> is
+<p>This path is activated by adding the correct <code>#ifdef</code> magic to
+<code>src/mesa/glapi/glapi.c</code> just before <code>glprocs.h</code> is
included.</p>
<h2 id="autogen">4. Automatic Generation of Dispatch Stubs</h2>
diff --git a/docs/download.html b/docs/download.html
index 617aea4fb24..8fe7c295b42 100644
--- a/docs/download.html
+++ b/docs/download.html
@@ -27,23 +27,23 @@ or <a href="https://mesa.freedesktop.org/archive/">mesa.freedesktop.org</a>
<p>
Starting with the first release of 2017, Mesa's version scheme is
-year-based. Filenames are in the form <tt>mesa-Y.N.P.tar.gz</tt>, where
-<tt>Y</tt> is the year (two digits), <tt>N</tt> is an incremental number
-(starting at 0) and <tt>P</tt> is the patch number (0 for the first
+year-based. Filenames are in the form <code>mesa-Y.N.P.tar.gz</code>, where
+<code>Y</code> is the year (two digits), <code>N</code> is an incremental number
+(starting at 0) and <code>P</code> is the patch number (0 for the first
release, 1 for the first patch after that).
</p>
<p>
When a new release is coming, release candidates (betas) may be found
in the same directory, and are recognisable by the
-<tt>mesa-Y.N.P-<b>rc</b>X.tar.gz</tt> filename.
+<code>mesa-Y.N.P-<b>rc</b>X.tar.gz</code> filename.
</p>
<h2>Unpacking</h2>
<p>
-Mesa releases are available in two formats: <tt>.tar.xz</tt> and <tt>.tar.gz</tt>.
+Mesa releases are available in two formats: <code>.tar.xz</code> and <code>.tar.gz</code>.
</p>
<p>
diff --git a/docs/relnotes/7.10.1.html b/docs/relnotes/7.10.1.html
index 15eae10b807..ffd9b0537e3 100644
--- a/docs/relnotes/7.10.1.html
+++ b/docs/relnotes/7.10.1.html
@@ -48,8 +48,8 @@ bdbf3ffb2606d6aa8afabb6c6243b91b MesaGLUT-7.10.1.zip
<p>This list is likely incomplete.</p>
<ul>
<li>Fix an off-by-one bug in a vsplit assertion.</li>
-<li>Fix incorrect handling of <tt>layout</tt> qualifier
-with <tt>in</tt>, <tt>out</tt>, <tt>attribute</tt>, and <tt>varying</tt>.</li>
+<li>Fix incorrect handling of <code>layout</code> qualifier
+with <code>in</code>, <code>out</code>, <code>attribute</code>, and <code>varying</code>.</li>
<li>Fix an i965 shader bug where the negative absolute value was generated instead of the absolute value of a negation.</li>
diff --git a/docs/relnotes/7.9.2.html b/docs/relnotes/7.9.2.html
index 9b9a095d3c9..f0df4abb6e1 100644
--- a/docs/relnotes/7.9.2.html
+++ b/docs/relnotes/7.9.2.html
@@ -48,10 +48,10 @@ aacb8f4db997e346db40c6066942140a MesaGLUT-7.9.2.tar.gz
<p>This list is likely incomplete.</p>
<ul>
<li>Fix an off-by-one bug in a vsplit assertion.</li>
-<li>Fix incorrect handling of <tt>layout</tt> qualifier
-with <tt>in</tt>, <tt>out</tt>, <tt>attribute</tt>, and <tt>varying</tt>.</li>
+<li>Fix incorrect handling of <code>layout</code> qualifier
+with <code>in</code>, <code>out</code>, <code>attribute</code>, and <code>varying</code>.</li>
-<li>Fix an i965 GPU hang in GLSL shaders that contain an unconditional <tt>discard</tt> statement.</li>
+<li>Fix an i965 GPU hang in GLSL shaders that contain an unconditional <code>discard</code> statement.</li>
<li>Fix an i965 shader bug where the negative absolute value was generated instead of the absolute value of a negation.</li>
diff --git a/docs/relnotes/8.0.html b/docs/relnotes/8.0.html
index 1959a077651..37d6e6304ef 100644
--- a/docs/relnotes/8.0.html
+++ b/docs/relnotes/8.0.html
@@ -71,7 +71,7 @@ for DRI hardware acceleration.
"ICD" drivers.</li>
<li>Removed the linux-fbdev software driver.</li>
<li>Removed all remnants of paletted texture support. As required by
- desktop OpenGL, <tt>GL_COLOR_INDEX</tt> data can still be uploaded
+ desktop OpenGL, <code>GL_COLOR_INDEX</code> data can still be uploaded
to a color (e.g., RGBA) texture. However, the data cannot be stored
internally as color-index.</li>
<li>Removed support for GL_APPLE_client_storage extension.</li>
diff --git a/docs/repository.html b/docs/repository.html
index 9ee2d8822ed..c8e2c62fc5e 100644
--- a/docs/repository.html
+++ b/docs/repository.html
@@ -137,7 +137,7 @@ Unix users don't need to set this option.
<p>
At any given time, there may be several active branches in Mesa's
repository.
-Generally, <tt>master</tt> contains the latest development (unstable)
+Generally, <code>master</code> contains the latest development (unstable)
code while a branch has the latest stable code.
</p>
diff --git a/docs/shading.html b/docs/shading.html
index ae7b8e6c5ea..839a61a0361 100644
--- a/docs/shading.html
+++ b/docs/shading.html
@@ -85,7 +85,7 @@ should match the filenames of the corresponding dumped shaders.
<p>
Setting <b>MESA_SHADER_CAPTURE_PATH</b> to a directory will cause the compiler
-to write <tt>.shader_test</tt> files for use with
+to write <code>.shader_test</code> files for use with
<a href="https://gitlab.freedesktop.org/mesa/shader-db">shader-db</a>, a tool
which compiler developers can use to gather statistics about shaders
(instructions, cycles, memory accesses, and so on).