| Commit message (Collapse) | Author | Age | Files | Lines |
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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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It is quite hard to meet the dependency of the libxml2 python bindings
outside Linux, and in particularly on MacOSX; whereas ElementTree is
part of Python's standard library. ElementTree is more limited than
libxml2: no DTD verification, defaults from DTD, or XInclude support,
but none of these limitations is serious enough to justify using
libxml2.
In fact, it was easier to refactor the code to use ElementTree than to
try to get libxml2 python bindings.
In the process, gl_item_factory class was refactored so that there is
one method for each kind of object to be created, as it simplifies
things substantially.
I confirmed that precisely the same output is generated for GL/GLX/GLES.
v2: Remove m4/ax_python_module.m4 as suggested by Matt Turner.
Reviewed-by: Ian Romanick <[email protected]>
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As suggested by Ian Romanick, given it's no longer used.
Reviewed-by: Ian Romanick <[email protected]>
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This partially reverts patch 02cb04c68f. This fixes an unresolved
symbol error when using older builds of libGL.
Tested-by: Chia-I Wu <[email protected]>
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Use the automake predefined macro over hardcoding mkdir -p everywhere.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Jon TURNEY <[email protected]>
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The GL specs say the parameter is GLuint, not GLhandleARB.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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KHR_debug
Also update dispatch sanity removing ARB_debug_output checks and
removing KHR_debug placeholders as the checks have already been added
V2: Make sure we exit case statements with conditional breaks rather than
just dropping through.
Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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A user would have no idea what "_glthread_" is. This removes the
last remaining instance of the _glthread_ string in Mesa.
Reviewed-by: Chia-I Wu <[email protected]>
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v2: fix initializer mistake spotted by Chia-I Wu.
Reviewed-by: Chia-I Wu <[email protected]>
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Put "table" in the names to make things more understandable.
Reviewed-by: Chia-I Wu <[email protected]>
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To make the functions more understandable.
Reviewed-by: Chia-I Wu <[email protected]>
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It was really only used in the radeon driver for a debug printf.
And evidently, libGL.so referenced it just to work around some sort
of linker issue.
This patch removes the two calls to the function and the function
itself.
Fixes undefined _glthread_GetID symbol in libGL reported by 'nm'.
Though, the missing symbol doesn't cause any issues on my system but
it does cause glxinfo to fail on one of our test systems.
Reviewed-by: Jose Fonseca <[email protected]>
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While the GL_ARB_stencil_texturing extension does not allow the creation
of stencil textures, it does allow shaders to sample stencil values
stored in packed depth/stencil textures.
Specifically, applications can call glTexParameter* with a pname of
GL_DEPTH_STENCIL_TEXTURE_MODE and value of either GL_DEPTH_COMPONENT or
GL_STENCIL_INDEX to select which component they wish to sample. The
default value is GL_DEPTH_COMPONENT (for traditional depth sampling).
Shaders should use an unsigned integer sampler (presumably usampler2D)
to access stencil data. Otherwise, results are undefined. Using shadow
samplers with GL_STENCIL_INDEX selected also is undefined behavior.
This patch creates a new gl_texture_object field, StencilSampling, to
indicate that stencil should be sampled rather than depth. (I chose to
use a boolean since I figured it would be more convenient for drivers.)
It also introduces the [Get]TexParameter code to get and set the value,
and of course the extension plumbing.
v2: Also consider textures incomplete when sampling stencil with
non-NEAREST min/mag filters (caught by Eric Anholt).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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u_thread_self() expects thrd_current() to return a unique numeric ID
for the current thread, but this is not feasible on Windows.
Cc: "10.0" "10.1" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The _glthread_GetID() function is also defined in mapi_glapi.c
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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The spec incorrectly used void as return type, when it should have
been GLboolean. This has now been fixed. According to Nvidia, their
implementation always used GLboolean.
Reviewed-by: Christian König <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
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This patch fixes this MinGW build error.
Compiling src/mapi/glapi/glapi_dispatch.c ...
In file included from src/mapi/glapi/glapi_dispatch.c:41:0:
build/windows-x86_64-debug/mapi/glapi/glapitable.h:930:4: error: expected specifier-qualifier-list before 'uint'
uint (GLAPIENTRYP CreateShaderProgramv)(GLenum type, GLsizei count, const GLchar * const * strings); /* 886 */
^
Signed-off-by: Vinson Lee <[email protected]>
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Nothings implemented yet but glProgramUniform* which are mostly a
copy/paste of the older function glUniform*
I create dedicated pipelineobj.[ch] file that will contains function
related to the "new" pipeline container object.
V2: formatting improvement
V3:
* indentation fix
* Update copyright
* Add a comment on ProgramParameteri already present in another extension
* Remove TODO, will be readded on correct patch
V4 (idr):
* Fix dispatch_sanity unit test
* Make extension string available in core profiles (instead of just
compatibility).
* Trivial reformating
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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v2 (Emil) Add SELINUX_CFLAGS in the respective locations
Signed-off-by: Kusanagi Kouichi <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]> (v1)
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Mipmap generation has nothing to do with FBOs.
v2: update gl_genexec.py too (not api_exec.c)
Acked-by: Kenneth Graunke <[email protected]>
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Just for better organization.
v2: update gl_genexec.py too (not api_exec.c)
Acked-by: Kenneth Graunke <[email protected]>
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This consolidates how we link the libraries into the build directory.
It works for lib_LTLIBRARIES but not custom shared libraries like DRI
drivers or gallium state trackers which needs special casing (cf dri
mega drivers, for example)
Signed-off-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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On Windows64.
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Define API connections to extension entry points added in previous
commits. Update entry points to use floating point arguments as
required by the extension.
Add get tokens for ARB_viewport_array state.
v2: Include review feedback.
v3 (idr): Fix 'make check'. Add missing Get infrastructure (some was
culled from other pathces).
Signed-off-by: Courtney Goeltzenleuchter <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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And uncomment the relevant lines of the dispatch sanity test.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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v2: Name image format classes consistently, fix array and 3D teximage
selection with layered = GL_FALSE, make sure that the
user-specified layer is less than the number of texture layers,
add some asserts.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Add extra null check in auto generated indirect_init.c via
src/mapi/glapi/gen/glX_proto_send.py
Signed-off-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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- add xml file for extension
- add reference in gl_API.xml
- add pointer to device driver function table (dd.h)
- update dispatch_sanity.cpp
Reviewed-by: Brian Paul <[email protected]>
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Stub in glTextureView API call to go with the
glTextureView API xml definition.
Includes dispatch test for glTextureView
Signed-off-by: Courtney Goeltzenleuchter <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This patch fixes this MinGW build error.
CC glapi_gentable.lo
glapi_gentable.c:47:19: fatal error: dlfcn.h: No such file or directory
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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make[5]: Entering directory `/jhbuild/build/mesa/mesa/src/mapi/glapi/tests'
CXX check_table.o
/jhbuild/checkout/mesa/mesa/src/mapi/glapi/tests/check_table.cpp:29:30: fatal error: glapi/glapitable.h: No such file or directory
We should look for the generated file glapi/glapitable.h in builddir, not srcdir
Signed-off-by: Jon TURNEY <[email protected]>
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Based on part of Patch 2 of Christoph Bumiller's ARB_draw_indirect series.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Cc: "10.0" <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Rico Schüller <[email protected]>
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I want a conditional that says generally "we have x86 assembly" in the
next patch.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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New functions added by GL_ARB_sample_shading:
glMinSampleShadingARB()
New enums:
GL_SAMPLE_SHADING_ARB
GL_MIN_SAMPLE_SHADING_VALUE_ARB
V2: Update comments.
Create new GL4x.xml.
Remove redundant code in get.c.
Update the API_XML list in Makefile.am.
Add extra_gl40_ARB_sample_shading predicate to get.c.
V3:
Fix make check failure.
Add checks for desktop GL.
Use GLfloat in place of GLclampf in glMinSampleShading().
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ken Graunke <[email protected]>
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Incremental builds were failing because not all generated source files
were missing dependencies to src/mapi/glapi/gen/*.xml.
Hopefully this change will be the end of these incremental build
failures.
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Add XML file for the dispatch code generator, update the
dispatch_sanity test and add stub definition for the new entry point.
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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v2: Actually implement interop between the gallium
state tracker and the VDPAU backend.
v3: Make it also available in non legacy contexts,
fix video buffer sharing.
v4: deny interop if we don't have the same screen object
v5: rebased on upstream changes
v6: implemented VDPAUGetSurfaceivNV, improved error handling,
unregister all surfaces in VDPAUFiniNV
v7: squash merge with Mareks changes
Signed-off-by: Christian König <[email protected]>
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This extension never saw any real use so remove it.
v2: also update tests/num_strings.cpp for 'make check'
Reviewed-by: Ian Romanick <[email protected]>
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