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<h1>The Mesa 3D Graphics Library</h1>
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<h1>Development Notes</h1>
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<li><a href="#extensions">Adding Extensions</a>
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<h2 id="extensions">Adding Extensions</h2>
<p>
To add a new GL extension to Mesa you have to do at least the following.
<ul>
<li>
If glext.h doesn't define the extension, edit include/GL/gl.h and add
code like this:
<pre>
#ifndef GL_EXT_the_extension_name
#define GL_EXT_the_extension_name 1
/* declare the new enum tokens */
/* prototype the new functions */
/* TYPEDEFS for the new functions */
#endif
</pre>
</li>
<li>
In the src/mapi/glapi/gen/ directory, add the new extension functions and
enums to the gl_API.xml file.
Then, a bunch of source files must be regenerated by executing the
corresponding Python scripts.
</li>
<li>
Add a new entry to the <code>gl_extensions</code> struct in mtypes.h
if the extension requires driver capabilities not already exposed by
another extension.
</li>
<li>
Add a new entry to the src/mesa/main/extensions_table.h file.
</li>
<li>
From this point, the best way to proceed is to find another extension,
similar to the new one, that's already implemented in Mesa and use it
as an example.
</li>
<li>
If the new extension adds new GL state, the functions in get.c, enable.c
and attrib.c will most likely require new code.
</li>
<li>
To determine if the new extension is active in the current context,
use the auto-generated _mesa_has_##name_str() function defined in
src/mesa/main/extensions.h.
</li>
<li>
The dispatch tests check_table.cpp and dispatch_sanity.cpp
should be updated with details about the new extensions functions. These
tests are run using 'make check'
</li>
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