| Commit message (Collapse) | Author | Age | Files | Lines |
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* "configure substitutions are not allowed in _SOURCES variables" in automake,
so remove the AC_SUBST'ed GLAPI_ASM_SOURCES and instead use some AM_CONDITIONALS
to choose which asm sources are used
* Change GLAPI_LIB to point to the .la file in other Makefile.am files, and make a link
to the .a file for the convenience of other Makefiles which have not yet been converted
to automake
v2:
- Use AM_CPPFLAGS for cleaner build output
- EXTRA_SOURCES is not needed
- Remove libglapi.a compatibility link on clean
Signed-off-by: Jon TURNEY <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Matt Turner <[email protected]>
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automake doesn't allow hyphens in variable names
Signed-off-by: Jon TURNEY <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Matt Turner <[email protected]>
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Now mesa/drivers/dri is converted to automake, we want to update DRI_LIB_DEPS
so that we link with the libmesa or libdricore libtool library, as appropriate.
However, this is complicated by the fact that gallium/targets is not (yet)
converted, so we can't share the DRI_LIB_DEPS autoconf variable with that anymore.
Add an additional autoconf variable GALLIUM_DRI_LIB_DEPS, which is now used in
gallium/targets/Makefile.dri, to link with the libdircore or libmesa native library.
v2: libdricore$VERSION.a needs to be libdricore$(VERSION).a
Signed-off-by: Jon TURNEY <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Matt Turner <[email protected]>
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Signed-off-by: Jon TURNEY <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Matt Turner <[email protected]>
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* "configure substitutions are not allowed in _SOURCES variables" in automake, so instead of
MESA_ASM_FILES, use some AM_CONDITIONALS to choose which architecture's asm sources are used
in libmesa_la_SOURCES. (Can't remove MESA_ASM_FILES autoconf variable as it's still used in
sources.mak)
* Update to link with the .la file in other Makefile.am files, and make a link to the
.a file for the convenience of other Makefiles which have not yet been converted to automake
v2: Remove stray -static from LDFLAGS
v3: Remove .a compatibility link on clean
Signed-off-by: Jon TURNEY <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Matt Turner <[email protected]>
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Automake can't handle having both clip.S and clip.c, even though they have different paths
"src/mesa/Makefile.am: object `clip.lo' created by `$(SRCDIR)/sparc/clip.S' and `$(SRCDIR)/main/clip.c'"
Signed-off-by: Jon TURNEY <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Matt Turner <[email protected]>
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v2: Use AM_V_GEN to silence generated code rules. Add BUILT_SOURCES to CLEANFILES
v3:
- Fix an accidental // in a path
- Use automake make rules for lex/yacc rather than writing our own
- Update .gitignore appropriately
- Build a libglcpp convenience library rather than awkwardly including
the files in libglsl and delegating the generation
- Remove libglsl.a compatibility link on clean
v4:
- Automake's rules for lex/yacc make .cc if source is .ll or .yy, and apparently we
must use those extensions "because of scons", so update everywhere glsl_parser.cpp
-> glsl_parser.cc and glsl_lexer.cpp -> glsl_lexer.cc. This fixes 'make tarballs'
and building with dricore enabled.
Signed-off-by: Jon TURNEY <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Matt Turner <[email protected]>
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This also currently fix the installation of libOSmesa.
v2: Remove old Makefile, libOSmesa is now versioned, fix typos
v3: Keep config substitution alphabetized
v4: Update .gitignore
v5: Libraries will be in the builddir, not the srcdir.
Reviewed-by: Jon TURNEY <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Matt Turner <[email protected]>
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This was not implemented, because the spec was changed just recently.
Everything has been in place already.
Gallium has PIPE_FORMAT_B5G6R5_UNORM, while Mesa has MESA_FORMAT_RGB565.
Reviewed-by: Kenneth Graunke <[email protected]>
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The whole reason I avoided this was because it might operate on a
brw_vertex_program or a brw_fragment_program. However, that isn't a
problem: all we need is the gl_program base type.
This avoids awkwardly passing the loop counter 'i' as a parameter,
simplifies both callers, and also plumbs prog in place for future use.
Signed-off-by: Kenneth Graunke <[email protected]>
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If alpha-testing is enabled, we need to send alpha down the pipeline
even if nr_color_buffers == 0. However, tracking whether alpha-testing
is enabled in the WM program key is expensive: it causes us to compile
multiple specializations of the same shader, using program cache space.
This patch removes the check for alpha-testing, and simply emits alpha
whenever nr_color_buffers == 0. We believe this will also be necessary
for alpha-to-coverage, and it should add minimal overhead to an uncommon
case. Saving the recompiles should more than make up the difference.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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Previously we only did this pre-Gen6, and used pwrite on Gen6+.
In one workload, this cuts significant amount of overhead.
v2: Simplify the function based on Eric's suggestions.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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So that we can see them in their full denormalized glory.
Reviewed-by: Roland Scheidegger <[email protected]>
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We rely on proper IEEE 754 behavior in too many places for this.
See also commit 2fdbbeca43e7b57095774e4228e6eea75a180fab with equivalent
change for autoconf.
Reviewed-by: Roland Scheidegger <[email protected]>
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And don't trip when it's not found -- simply skip building src/glx.
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Without that, people with buggy apps that looked at just the server
string for GLX_ARB_create_context would call this function that just
threw an error when you tried to make a context. Google shows plenty
of complaints about this.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This function assumes that lp_build_context::type is a vector type,
which is not true for r600 or radeonsi.
This fixes an assertion failure using glamor 2D accel.
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This way if the conversion fails, we know what the TGSI shader looks
like.
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It had many problems:
- The shadow comparison was done post-filtering.
- It required state-dependent recompiles whenever the comparison
function changed.
- It didn't even work: many cases hit assertion failures.
- I never implemented it for the VS.
The new lowering pass which converts textureGrad to textureLod by
computing the LOD value works much better.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Intel hardware doesn't natively support textureGrad with shadow
comparisons. So we need to generate code to handle it somehow.
Based on the equations of page 205 of the OpenGL 3.0 specification,
it's possible to compute the LOD value that would be selected given the
gradient values. Then, we can simply convert the TXD to a TXL.
Currently, this passes 34/46 of oglconform's shadow-grad subtests;
four cubemap tests are regressed. We should investigate this in the
future.
v2: Apply abs() to the scalar case (thanks to Eric).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This swizzles away unwanted components, while preserving the order of
the ones that remain.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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I needed to compute logs and square roots in a patch I was working on,
and wanted to use the convenient interface. We already have a similar
constructor for binops; adding one for unops seems reasonable.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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I ran into this while trying to create a TXS query, which doesn't have a
coordinate. Since it didn't get initialized to NULL, a bunch of
visitors tried to access it and crashed.
Most of the time, this won't be a problem, but it's just a good idea.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Acked-by: Ian Romanick <[email protected]>
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Acked-by: Ian Romanick <[email protected]>
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Acked-by: Ian Romanick <[email protected]>
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Acked-by: Ian Romanick <[email protected]>
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Acked-by: Ian Romanick <[email protected]>
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Acked-by: Ian Romanick <[email protected]>
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Acked-by: Ian Romanick <[email protected]>
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Acked-by: Ian Romanick <[email protected]>
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Acked-by: Ian Romanick <[email protected]>
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This fixes piglit/depth-level-clamp.
Reviewed-by: Alex Deucher <[email protected]>
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The only case a depth buffer can be set as a color buffer is when flushing.
That wasn't always the case, but now this code isn't required anymore.
Reviewed-by: Alex Deucher <[email protected]>
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A flush depth texture is never set as a depth buffer and never flushed.
Reviewed-by: Alex Deucher <[email protected]>
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This was missing/broken. There are also minor code cleanups.
Reviewed-by: Alex Deucher <[email protected]>
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- maintain a mask of which mipmap levels are dirty (instead of one big flag)
- only flush what was requested at a given point and not the whole resource
(most often only one level and one layer has to be flushed)
Reviewed-by: Alex Deucher <[email protected]>
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we can just update the state when decompressing, there's no need to add
additional info into the DSA state
Reviewed-by: Alex Deucher <[email protected]>
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this will be useful for in-place DB decompression, otherwise should be harmless
Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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to remove some overhead from draw_vbo. This is a derived state.
BTW, I've got no idea how compute interacts with 3D here, but it should
use cb_misc_state, so that 3D and compute don't conflict.
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Tom Stellard <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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Reviewed-by: Alex Deucher <[email protected]>
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the structure is calloc'd.
Reviewed-by: Alex Deucher <[email protected]>
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just rename it to util_blit_pixels
Reviewed-by: Alex Deucher <[email protected]>
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Because u_blit couldn't sample a 1D, 3D, CUBE and ARRAY texture, we created
a 2D texture holding a copy of one slice of the source texture (even for 1D).
Let's just do it right.
Reviewed-by: Alex Deucher <[email protected]>
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