| Commit message (Collapse) | Author | Age | Files | Lines |
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If the caller has passed in a stride for (linear) BO import, we should use
that stride when rendering to the BO (or, if we some day support texturing
from linear-imported BOs, when doing the linear-to-UIF shadow copy). This
lets us remove the extra stride-changing relayout in the simulator.
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This came from vc4, where we had a file format for GPU hangs. I don't
have one of those for V3D, and I probably won't ever have the simulator
side produce dumps even if I do.
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The default setting of this bit is not the desirable behavior.
WA_1406697149
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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The default setting of this bit is not the desirable behavior.
WA_1406697149
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Tested-by: Eric Engestrom <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Fixes: 7834926a4f5ca0a60ec3d18c87a1e0a68b615820
("meson: add support for generating translation mo files")
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Some environment (like Travis apparently) set LC_* vars, messing up the
sort ordering, so let's use envvar with the highest priority to make
sure this is actually sorted in ASCII order.
Suggested-by: Michel Dänzer <[email protected]>
Fixes: b42dc50a5f1b22103b26 "egl: fix entrypoint sorting test"
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Fixes: 68dc591af16ebb36814e "egl: Fix eglentrypoint.h sort order."
Cc: Emil Velikov <[email protected]>
Cc: Tapani Pälli <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Some memory and file descriptors are not freed/closed.
v2: fixed case where we skipped the 'aub' variable initialization
Signed-off-by: Andrii Simiklit <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Include stdarg.h in error2aub.c otherwise it fails to build on
OpenBSD due to not finding definitions for va_list va_start va_end.
Signed-off-by: Jonathan Gray <[email protected]>
Cc: [email protected]
Reviewed-by: Lionel Landwerlin <[email protected]>
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Fixes a make check failure.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108617
Reviewed-by: Tapani Pälli <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Ported from RadeonSI. It's always TRUE for CIK+ because RADV
doesn't support 16 samples.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Some of these functions were distributed across different
implementation and header files. Put them at a central place.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The array type draw is no longer directly dependent on the vbo module.
Thus move array type draws into mesa/main/draw.c.
Rename symbols starting with vbo_* to _mesa_* and apply some
reindenting to make it consistent.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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These calls are just the same in each if branch. So pull that
before the if.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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With this change we preserve the no_current_update property when we
observe a glPrimitiveRestart call. That means that we now also get the
no_current_update optimization for display lists that are made
out of indexed draws using primitive restart.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Instead of coding additional information into the primitive
mode, make the only remaining flag there a direct argument to
vbo_save_NotifyBegin.
v2: Fix incorrect no_current_update in glRectf.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The _mesa_prim::no_current_update flag should tell the compiled
display list if the current attributes that are placed in the dlists
vbo shall take a defined state past replay of a display list.
Immediate mode draws compiled into display lists should set the
current values. Array draws may leave the current values in
undefined state.
So finally this flag is not a property of every primitive
but it is a property of the compiled display list and there it
is a property of the last primitive compiled into the list.
So move the flag out of _mesa_prim into vbo_save.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The previous patch left a constant if (0) in the code.
Clean that up now.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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When setting the _mesa_prim::mode field we always filter out
all non OpenGL primitive mode bits. So this tested bit cannot be
there anymore and the test evaluates to zero.
The zero is removed with the next patch to ease review.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Now looking at the implementation of vbo_save_NotifyBegin.
The VBO_SAVE_PRIM_WEAK flag, delivered in the primitive mode
argument to vbo_save_NotifyBegin, is not evaluated anymore.
The two users of the mode argument are the primitive mode
itself, where the VBO_SAVE_PRIM_WEAK bit is masked out to
retrieve the underlying OpenGL primitive mode. The other
user is to check for the VBO_SAVE_PRIM_NO_CURRENT_UPDATE bit
which is different from VBO_SAVE_PRIM_WEAK.
So, since vbo_save_NotifyBegin does not care about
VBO_SAVE_PRIM_WEAK, we can savely remove it from the call
arguments of vbo_save_NotifyBegin.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The only reader of the weak field in _mesa_prim is pretty
console printing. By that, remove the weak field from _mesa_prim.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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On finishing a display list playback the VBO_SAVE_FALLBACK bit
is still kept in vbo_save_context::replay_flags. But examining
replay_flags and the display list flags that feed this value
the corresponding bit is never set these days anymore.
So, since it is nowhere set or checked, we can safely remove it.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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One cannot have haiku and dri2 - surfaceless,x11,etc.
Group things up, which will make the addition of platform_device a bit
easier.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Now that we support the extensions, fully, enabled them.
The specs mandate that we always have at least one device and each dpy
has a device associated with it.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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This is the final requirement from the base EGLDevice spec.
v2:
- split from another patch
- move wayland hunk after we have the fd
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Add implementation based around the drmDevice API. As such it's only
available only when building with libdrm. With the latter already a
requirement when using !SW code paths in the platform code.
Note: the current code will work if a device is hot-plugged. Yet
hot-unplugged is not implemented, since I have no ways of testing it.
v2:
- ddd some _eglDeviceSupports checks
- require DRM_NODE_RENDER
- add _eglGetDRMDeviceRenderNode helper
v3:
- flip inverted asserts (Mathias)
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Add a plain software device, which is always available.
We can safely assign it as the first/initial device in _eglGlobals,
although we ensure that's the case with a handful of _eglDeviceSupports
checks throughout the code.
v2:
- s/_eglFindDevice/_eglAddDevice/ (Eric)
- s/_eglLookupAllDevices/_eglRefreshDeviceList/ (Eric)
- move ^^ helpers into a earlier patch (Eric, Mathias)
- set the SW device on _eglGlobal init. (Eric)
- add a number of _eglDeviceSupports checks (Mathias)
- split Device/Display attach to a separate patch
v3:
- flip inverted asserts (Mathias)
- s/on-stack/static/ (Mathias)
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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The device extension string is expected to contain the name of the
extension defining what kind of device it is, so the caller can know
what kinds of operations it can perform with it. So that string had
better be non-empty, hence this trivial extension.
v2:
- drop "fallback", update history and update contributor list
Signed-off-by: Adam Jackson <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Introduce the API for device query and enumeration. Those at the moment
produce nothing useful since zero devices are actually available.
That contradicts with the spec, so the extension isn't advertised just
yet.
With later commits we'll add support for software (always) and hardware
devices. Each one exposing the respective extension string.
v2:
- fold API boilerplate into this patch
- move _eglAddDevice, _eglDeviceSupports, _eglRefreshDeviceList to this
patch (Eric, Mathias)
- make _eglFiniDevice the one called last
v3:
- comment on the dummy _egl_device_extension enum entry (Eric)
- annotate dev as MAYBE_UNUSED (Mathias)
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Write down both X and GLX visual types when mapping from one to the
other. Makes grepping through the code a tiny bit easier.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The function definition is no longer around, drop the useless declaration.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Earlier commit flipped the default to python2 but forgot to update the
travis file. Props to pip caching things "worked" for a little while.
Fixes: f22ad5ef182 ("travis: use python3 for the autoconf builds")
Signed-off-by: Emil Velikov <[email protected]>
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This is incorrect, the offset is into the buffer, and it's legal
to write
loc 0,0 -> buffer0, offset 0
loc 0,1 -> buffer1, offset 0
This fixes a bunch of piglits running on my zink xfb code on
radv.
Fixes: 6c21645046 (radv: emit stream outputs for vertex and tessellation stages)
Reviewed-by: Samuel Pitoiset <[email protected]>
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Instead of using a while loop with indexing. This is much cleaner. This
requires some other small changes.
Acked-by: Emil Velikov <[email protected]>
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This is a very common python anti-pattern. Not using length allows us to
go through faster C paths, but has the same meaning.
Reviewed-by: Emil Velikov <[email protected]>
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Using shell redirection to write to a file is more complicated than
necessary, and has the potential to run into unicode encoding problems.
It's also less code.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108530
v2: - update commit message to say less about LANG=C
- use flags instead of positional arguments for the script (Emil)
Reviewed-by: Emil Velikov <[email protected]>
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Which ensures it is closed at the end of the scope.
Reviewed-by: Emil Velikov <[email protected]>
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Again, just good style
Reviewed-by: Emil Velikov <[email protected]>
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