On Tue, Mar 16, 2010 at 4:32 PM, Ian Romanick <i...@freedesktop.org> wrote:
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> Jose Fonseca wrote:
>> Module: Mesa
>> Branch: mesa_7_7_branch
>> Commit: 93e77b0028170fafd176c3a80a99287343c946b4
>> URL:    
>> http://cgit.freedesktop.org/mesa/mesa/commit/?id=93e77b0028170fafd176c3a80a99287343c946b4
>>
>> Author: José Fonseca <jfons...@vmware.com>
>> Date:   Fri Mar 12 17:59:10 2010 +0000
>>
>> mesa: List Quake3 extensions first.
>>
>> Quake3 truncates the extension string, and GL_EXT_compiled_vertex_array
>> wasn't being detected, making it very slow.
>>
>> This is a quick fix. The IMHO best way to address this in a more general
>> fashion is to sort by year.
>
> Shame on id! :)  I never understood why applications had fixed-size
> buffers to store the GL extension string.  Was the extra call to strlen
> and malloc during start-up really that expensive?!?
>

I don't really have interest in investigating further to check/verify
these claims , but this might be an answer :

21:26 <@kevlarman> oh and it's not nearly as simple as "just use malloc()"
21:27 <@kevlarman> the structure with the extensions string is passed
to the cgame and ui modules,
                   which are usually run in a sandbox without a
malloc() implementation
21:28 <@kevlarman> and even if they had it, the client has no way of
communicating to them how much
                   memory they should allocate for it to write the
extension string
21:29 < shining> kevlarman: why isnt there all freedom to change that ?
21:30 <@kevlarman> shining: because then it won't work with q3 anymore

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