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5 <title>Development Notes</title>
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11 <h1>The Mesa 3D Graphics Library</h1>
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16
17 <h1>Development Notes</h1>
18
19
20 <ul>
21 <li><a href="#extensions">Adding Extensions</a>
22 </ul>
23
24 <h2 id="extensions">Adding Extensions</h2>
25
26 <p>
27 To add a new GL extension to Mesa you have to do at least the following.
28 </p>
29
30 <ul>
31 <li>
32 If glext.h doesn't define the extension, edit include/GL/gl.h and add
33 code like this:
34 <pre>
35 #ifndef GL_EXT_the_extension_name
36 #define GL_EXT_the_extension_name 1
37 /* declare the new enum tokens */
38 /* prototype the new functions */
39 /* TYPEDEFS for the new functions */
40 #endif
41 </pre>
42 </li>
43 <li>
44 In the src/mapi/glapi/gen/ directory, add the new extension functions and
45 enums to the gl_API.xml file.
46 Then, a bunch of source files must be regenerated by executing the
47 corresponding Python scripts.
48 </li>
49 <li>
50 Add a new entry to the <code>gl_extensions</code> struct in mtypes.h
51 if the extension requires driver capabilities not already exposed by
52 another extension.
53 </li>
54 <li>
55 Add a new entry to the src/mesa/main/extensions_table.h file.
56 </li>
57 <li>
58 From this point, the best way to proceed is to find another extension,
59 similar to the new one, that's already implemented in Mesa and use it
60 as an example.
61 </li>
62 <li>
63 If the new extension adds new GL state, the functions in get.c, enable.c
64 and attrib.c will most likely require new code.
65 </li>
66 <li>
67 To determine if the new extension is active in the current context,
68 use the auto-generated _mesa_has_##name_str() function defined in
69 src/mesa/main/extensions.h.
70 </li>
71 <li>
72 The dispatch tests check_table.cpp and dispatch_sanity.cpp
73 should be updated with details about the new extensions functions. These
74 tests are run using 'meson test'
75 </li>
76 </ul>
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