| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes another mistake in 144bbb7b78e.
Reviewed-by: Matt Turner <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77502
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This line appears to have been accidentally dropped from the last commit,
and the resulting libglapi was missing symbols.
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Acked-by: Emil Velikov <[email protected]>
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Acked-by: Emil Velikov <[email protected]>
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Acked-by: Emil Velikov <[email protected]>
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Also (re)move XML files from COMMON to API_XML.
Acked-by: Emil Velikov <[email protected]>
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OpenBSD does not have DT_NEEDED entries for libc by design,
over concerns how the symbols would be referenced after
changing the major version of the library.
So avoid -no-undefined checks on OpenBSD as they will fail.
v2: don't include the -no-undefined libtool option in the variable
and change -Wl,--no-undefined references in Automake.inc as well.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76856
Signed-off-by: Jonathan Gray <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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/me puts a paper bag on his head and sits in the corner.
This was supposed to be included in 5a68f731, which added
glPointSizePointerOES back to the list of functions exposed by
libGLESv1_CM. It looks like it was an uncommitted change in my tree
when I sent the patch out.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Put the -c in the correct place (and match Makefile.am).
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76960
Tested-by: Vinson Lee <[email protected]>
Signed-off-by: José Fonseca <[email protected]>
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The OpenGL ES 1.1 conformance tests expect this function to be
statically available form libGLESv1_CM.so. The comment "required for
es1.1" in the XML file should have been a clue.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76926
Reviewed-by: Matt Turner <[email protected]>
Tested-by: Lu Hua <[email protected]>
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This reverts commit 526e49290cd2d83fb931708a786c27647972a00c.
The original build problem should be fixed by the previous commit.
Signed-off-by: Ian Romanick <[email protected]>
Tested-by: Brian Paul <[email protected]>
Tested-by: Lu Hua <[email protected]>
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Ages ago Chia-I added an ES compatibility flag to several of the various
generator scripts. The intention was to bridge differences between ES
and desktop in Mesa builds without ES. It doesn't appear that it has
ever been used. Recent changes to static_dispatch status of several ES1
functions caused problems in desktop-only, non-shared-glapi builds.
Enabling the ES compatibility mode appears to fix these build problems.
This is kind of a duct tape solution to this problem. As I mentioned in
the cover letter for the series that triggered the build problem, I
would like to make some major changes to the generator architecture and
the XML. The whole point of the proposed architecture changes is to
better handle the differences between desktop GL and ES. I think duct
tape is okay for now.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76869
Tested-by: Brian Paul <[email protected]>
Tested-by: Lu Hua <[email protected]>
Cc: Vinson Lee <[email protected]>
Cc: Chia-I Wu <[email protected]>
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Commit fb78fa58 made the GL_ARB_debug_output functions aliases of the
GL_KHR_debug output functions. As a result, the function names in
struct _glapi_table also changed. The table in check_table.cpp used the
ARB names.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Tested-by: Brian Paul <[email protected]>
Tested-by: Lu Hua <[email protected]>
Cc: Vinson Lee <[email protected]>
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C89 has a fairly short minimum-maximum string length. To support
compilers limited by the C89 limits, this script had a mode where it
would generate a character array instead of a giant string. These were
functionally the same, but the code generated for the character array is
HUGE and difficult to read.
As far as I can tell, nothing in Mesa uses '-m short' any more. The
generated files used to be tracked in revision control, but I think we
stopped using '-m short' when we stopped tracking the generated files.
Signed-off-by: Ian Romanick <[email protected]>
Tested-by: Brian Paul <[email protected]>
Tested-by: Lu Hua <[email protected]>
Cc: Vinson Lee <[email protected]>
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From:
http://www.khronos.org/registry/gles/api/GLES3/gl31.h
http://www.khronos.org/registry/gles/api/GLES2/gl2ext.h
http://www.khronos.org/registry/gles/api/GLES3/gl3platform.h
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This reverts commit f6e290f80cc6728647e9cee35546190f081197e2.
To fix the broken build. The DRI-enabled build seems OK after reverting.
Th non-DRI/gallium build is still suffering from an unrelated issue in
the pipe-loader code.
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exported
The previous commit stopped exporting 21 libGLESv2 and 88 libGLESv1_CM
functions. This removes the work-arounds for those functions from
ABI-check.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Chad Versace <[email protected]>
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This has been a long standing issue with the ES libraries. Functions
marked in the XML with 'static_dispatch=false' were still incorrectly
exported. ABI-check is supposed to detect this case, but we have to
paper over failures every time a new extension is added.
This change will cause a big pile of functions to disappear from
libGLESv2 and libGLESv1_CM.
libGLESv2 loses (20 functions):
glBindVertexArrayOES
glCompressedTexImage3DOES
glCompressedTexSubImage3DOES
glCopyTexSubImage3DOES
glDeleteVertexArraysOES
glDiscardFramebufferEXT
glDrawBuffersNV
glFlushMappedBufferRangeEXT
glFramebufferTexture3DOES
glGenVertexArraysOES
glGetBufferPointervOES
glGetProgramBinaryOES
glIsVertexArrayOES
glMapBufferOES
glMapBufferRangeEXT
glProgramBinaryOES
glReadBufferNV
glTexImage3DOES
glTexSubImage3DOES
glUnmapBufferOES
libGLESv1_CM loses (88 functions):
glAlphaFuncxOES
glBindFramebufferOES
glBindRenderbufferOES
glBlendEquationOES
glBlendEquationSeparateOES
glBlendFuncSeparateOES
glCheckFramebufferStatusOES
glClearColorxOES
glClearDepthfOES
glClearDepthxOES
glClipPlanefOES
glClipPlanexOES
glColor4xOES
glDeleteFramebuffersOES
glDeleteRenderbuffersOES
glDepthRangefOES
glDepthRangexOES
glDiscardFramebufferEXT
glDrawTexfOES
glDrawTexfvOES
glDrawTexiOES
glDrawTexivOES
glDrawTexsOES
glDrawTexsvOES
glDrawTexxOES
glDrawTexxvOES
glFlushMappedBufferRangeEXT
glFogxOES
glFogxvOES
glFramebufferRenderbufferOES
glFramebufferTexture2DOES
glFrustumfOES
glFrustumxOES
glGenerateMipmapOES
glGenFramebuffersOES
glGenRenderbuffersOES
glGetBufferPointervOES
glGetClipPlanefOES
glGetClipPlanexOES
glGetFixedvOES
glGetFramebufferAttachmentParameterivOES
glGetLightxvOES
glGetMaterialxvOES
glGetRenderbufferParameterivOES
glGetTexEnvxvOES
glGetTexGenfvOES
glGetTexGenivOES
glGetTexGenxvOES
glGetTexParameterxvOES
glIsFramebufferOES
glIsRenderbufferOES
glLightModelxOES
glLightModelxvOES
glLightxOES
glLightxvOES
glLineWidthxOES
glLoadMatrixxOES
glMapBufferOES
glMapBufferRangeEXT
glMaterialxOES
glMaterialxvOES
glMultiTexCoord4xOES
glMultMatrixxOES
glNormal3xOES
glOrthofOES
glOrthoxOES
glPointParameterxOES
glPointParameterxvOES
glPointSizePointerOES
glPointSizexOES
glPolygonOffsetxOES
glQueryMatrixxOES
glRenderbufferStorageOES
glRotatexOES
glSampleCoveragexOES
glScalexOES
glTexEnvxOES
glTexEnvxvOES
glTexGenfOES
glTexGenfvOES
glTexGeniOES
glTexGenivOES
glTexGenxOES
glTexGenxvOES
glTexParameterxOES
glTexParameterxvOES
glTranslatexOES
glUnmapBufferOES
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Chia-I Wu <[email protected]>
Cc: Paul Berry <[email protected]>
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This is hella ugly. The same-named function in desktop OpenGL is
hidden, but it needs to be exposed by libGLESv2 for OpenGL ES 3.0.
There's no way to express in the XML that a function should be be hidden
in one API but exposed in another.
This won't affect any change now, but it will prevent a regression in a
later patch.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Functions that are part of OpenGL ES 1.0 or 1.1 should have static
dispatch functions in libGLESv1_CM. This doesn't affect any change yet,
but it will prevent later regressions.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Chad Versace <[email protected]>
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static_dispatch=false
This prevents the entrypoints from being (incorrectly) advertised by
libGL.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Chad Versace <[email protected]>
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It looks like these were added accidentally by Paul in commit 1a1db174.
From the commit message and the look of the patch, I think this was just
some sed-job left overs.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chad Versace <[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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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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