| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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By doing GC the linker removes all the symbols that are not referenced
and/or used by the final library. This results in a saving of ~100K
up-to ~600K per (stripped) binary (classic vs gallium drivers).
If interested one can ask the compiler to print the sections that are
removed using -Wl,--print-gc-sections.
v2: Check if ld supports the flag before using it.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]> (v1)
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... apart from the dri drivers.
With this final change we can build mesa without fear that
the resulting libraries will have unresolved symbols.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reorder -lm, -lrt, -lpthreads and -ldl to be consistent with the
rest of mesa.
Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Set the flag for all but the dri targets. They have missing
glapi symbols which are required for the normal operation with
the X server.
Jon, I fear that you'll need to carry the "no-undefined" hunk
locally when building the dri drivers under cygwin.
Cc: Jon TURNEY <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Unused due to the missing GALLIUM_TRACE define.
Requested-by: Christian König <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Explicitly setting the linker variable was required for old and broken
build toolchains. At this point this should no longer be needed, and
setting the sources lists will trigger generation of the correct LINK
variables.
Explicitly include dummy.cpp to use g++ to link the static library which
in most cases is based upon C++ code.
v2: Reword commit message.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[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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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Christian König <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Christian König <[email protected]>
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This lets us have only one if HAVE_MESA_LLVM block, rather than
one for each driver.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Every library uses the same libtool/linker flags. Compact those
into AM_LDFLAGS and append the version script to it.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Or it compiles them in, but pretends they don't exist
v2: Rebase (Emil)
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Mesa does _not_ link against libudev. Additionally the only place
that deals with it is the loader, thus we can drop the CFLAGS.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Whether or not the coords are normalized is handled in the texture
state. But we otherwise need to treat RECT sample instructions as 2D.
Signed-off-by: Rob Clark <[email protected]>
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In some cases, we need a register to be assigned up to three components
before the base. Since we can't have negative register #'s, just shift
everything up. May increase register usage for trivial shaders, but I
don't think we are shader limited in those cases. A proper solution is
going to require a better register assignment algorithm (which is on the
TODO list), this is just a hack to get us by until then.
Signed-off-by: Rob Clark <[email protected]>
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RB_FRAME_BUFFER_DIMENSION is not a banked context register, so we need
to wait for the GPU to idle before updating it. But we'd rather not
have unnecessary WFI's, so actually keep track if we need to emit it or
not.
Signed-off-by: Rob Clark <[email protected]>
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Catch things which should not happen in debug builds.
Signed-off-by: Rob Clark <[email protected]>
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This is something that XA triggers. In some cases it will only use
SAMP[1] (composite mask) but not SAMP[0] (composite src).
Signed-off-by: Rob Clark <[email protected]>
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it's useful to know what the llvmbuildstore arguments are going to
be before executing it because it can crash and make sure to
print out the inputs only if we're not generating a gs because
it fetches inputs differently.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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We used to overallocate the output buffer sometimes running out
of memory with applications rendering large geometries. The actual
maximum number of vertices out is simply the maximum number of
primitives in (number of gs invocations) multiplied by the maximum
number of output vertices per gs input primitive (i.e. gs invocation).
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Just to be extra safe.
Reviewed-by: Jose Fonseca <[email protected]>
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To help debug failures.
Reviewed-by: Jose Fonseca <[email protected]>
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Revert unintended behaviour change from commit
b995a010e688bc4d4557e973e5e28091c378e881.
Tested-by: José Fonseca <[email protected]>
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Signed-off-by: Christian König <[email protected]>
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This can get called in some circumstances if both src type and dst type
have same width (seen with float32->unorm32). While this particular case
was bogus anyway let's just fix that as it can work trivially (due to the
way it was called it actually worked anyway apart from the assert).
Reviewed-by: Zack Rusin <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Eliminate lp_vertex_shader, as it added nothing over draw_vertex_shader.
Simplify lp_geometry_shader, as most of the incoming state is unneeded.
(We could also just use draw_geometry_shader if we were willing to peek
inside the structure.)
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Zack Rusin <[email protected]>
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As done in draw_pipe_aaline and draw_pipe_aapoint modules.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Zack Rusin <[email protected]>
Cc: "10.0 10.1" <[email protected]>
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* Add HAVE_PTHREAD, we do have pthread support wrappers now for
non-native Haiku threaded applications.
* Viewport changed behavior recently breaking the build.
We fix this by looking at the gl_context ViewportArray
(Thanks Brian for the idea)
Acked-by: Brian Paul <[email protected]>
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This will be re-enabled once my kernel fix lands.
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Reviewed-by: Francisco Jerez <[email protected]>
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The conversion code for srgb was tuned for n x 4x8bit AoS -> 4 x nxfloat SoA
(and vice versa), fix this to handle also 16bit 565-style srgb formats.
Still not really all that generic, things like r10g10b10a2_srgb or
r4g4b4a4_srgb wouldn't work (the latter trivial to fix, the former would not
require more work to not crash but near certainly need some higher precision
calculation) but not needed right now.
The code is not fully optimized for this (could use more direct calculation
instead of expanding to 8-bit range first) but should be good enough.
Reviewed-by: Jose Fonseca <[email protected]>
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GL generally doesn't seem to allow srgb formats with less (or more) than 8 bit
for the rgb channels, though some hw could easily do it (typically for formats
with up to 10 bits for the rgb channels, at least for formats with less than 8
bits support is likely widespread even). While it may be true there aren't
really any benefits for such formats, we need for it for d3d, though luckily
only for b5g6r5_srgb it seems.
So add this format along with the util code for conversion - since that util
code is heavily tuned for 8bit srgb this isn't really all that well optimized
and rounding doesn't seem right but at least it should give some halfway
meaningful results.
Reviewed-by: Jose Fonseca <[email protected]>
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The nvc0 texfetch instruction expects the sample id to be in the second
source (usually used for the offset) rather than as part of the texture
coordinate.
This fixes all the sampler2DMS/Array tests on nvc0.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Christoph Bumiller <[email protected]>
Cc: "10.1" <[email protected]>
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The last changes to it are from 2008 and 2009.
It doesn't support most texture formats and some texture targets.
Nobody can possibly be using this.
Reviewed-by: Brian Paul <[email protected]>
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Cc: [email protected]
Reviewed-by: Brian Paul <[email protected]>
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*_dma_copy calls either *_dma_copy_buffer or *_dma_copy_tile.
Reviewed-by: Michel Dänzer <[email protected]>
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Reviewed-by: Michel Dänzer <[email protected]>
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