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authorAndreas Boll <andreas.boll.dev@gmail.com>2013-01-30 22:35:43 +0100
committerAndreas Boll <andreas.boll.dev@gmail.com>2013-02-11 10:58:33 +0100
commitbabc638c729f02c465d7467ca2775580f87ba65a (patch)
treeea99024365b80de2a264f96fc2a3491c52c2f73c /docs/sourcetree.html
parentdbbe10895167dcf9181a27ca884b43833d8252a2 (diff)
docs: update sourcetree
glsl directory is located in src and not in src/egl v2: remove ppc, move glapi from src/mesa to src/mapi Reviewed-by: Brian Paul <brianp@vmware.com>
Diffstat (limited to 'docs/sourcetree.html')
-rw-r--r--docs/sourcetree.html12
1 files changed, 5 insertions, 7 deletions
diff --git a/docs/sourcetree.html b/docs/sourcetree.html
index deeda5ddeb..530c333c45 100644
--- a/docs/sourcetree.html
+++ b/docs/sourcetree.html
@@ -31,16 +31,17 @@ each directory.
<ul>
<li><b>docs</b> - EGL documentation
<li><b>drivers</b> - EGL drivers
- <li><b>glsl</b> - the GLSL compiler
<li><b>main</b> - main EGL library implementation. This is where all
the EGL API functions are implemented, like eglCreateContext().
</ul>
- <li><b>mesa</b> - Main Mesa sources
- <ul>
+ <li><b>glsl</b> - the GLSL compiler
+ <li><b>mapi</b> - Mesa APIs
<li><b>glapi</b> - OpenGL API dispatch layer. This is where all the
GL entrypoints like glClear, glBegin, etc. are generated, as well as
the GL dispatch table. All GL function calls jump through the
dispatch table to functions found in main/.
+ <li><b>mesa</b> - Main Mesa sources
+ <ul>
<li><b>main</b> - The core Mesa code (mainly state management)
<li><b>drivers</b> - Mesa drivers (not used with Gallium)
<ul>
@@ -56,15 +57,12 @@ each directory.
</ul>
<li><b>x11</b> - Xlib-based software driver
<li><b>osmesa</b> - off-screen software driver
- <li><b>glslcompiler</b> - a stand-alone GLSL compiler driver
<li>XXX more
</ul>
<li><b>es</b> - OpenGL ES overlay, parallelly buildable with the core Mesa
<li><b>math</b> - vertex array translation and transformation code
(not used with Gallium)
- <li><b>ppc</b> - Assembly code/optimizations for PPC systems
- (not used with Gallium)
- <li><b>shader</b> - Vertex/fragment shader and GLSL compiler code
+ <li><b>program</b> - Vertex/fragment shader and GLSL compiler code
<li><b>sparc</b> - Assembly code/optimizations for SPARC systems
(not used with Gallium)
<li><b>state_tracker</b> - State tracker / driver for Gallium. This