| Commit message (Collapse) | Author | Age | Files | Lines |
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Follow on to cherry-pick from master
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Add entrypoints to glapi XML file and regenerate files.
Implement glStencilOpSeparateATI().
Consolidate some code in stencil.c
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Not convenient and almost not used at all. Better replacements in p_debug.h
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Windows/DOS users should enable core.autocrlf from now on.
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Update the Makefiles and includes for the new paths.
Note that there hasn't been no separation of the Makefiles yet, and make is
jumping all over the place. That will be taken care shortly. But for now, make
should work. It was tested with linux and linux-dri. Linux-cell and linux-llvm
might require some minor tweaks.
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This is in a separate commit to ensure renames are properly preserved.
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Provide an actual definition of the pipe_buffer struct, containing
the parameters used to create the buffer, and its refcount.
Shift refcounting buffers out of the winsys interface, similar to
surfaces & textures.
Rework pipebuffer/ to reflect the fact these changes, and also Michel's
reworking of the buffer interface.
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The properties of a buffer represented by struct pipe_buffer_handle are now
basically constant over its lifetime. The state tracker gets to deal with any
more complex buffer semantics it may need to provide.
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If an app never called glViewport, the viewport size was always 0 by 0 pixels.
Now pass initial size to st_create_framebuffer() and initialize the viewport
and scissor bounds in st_make_current().
This could also be fixed by ensuring the gl_framebuffers passed to
_mesa_make_current() were initialized to the right size. But that involves
allocating the renderbuffers/pipe_surfaces earlier and that runs into some
other issues ATM.
Also remove obsolete createRenderbuffers param to st_create_framebuffer().
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st_create_framebuffer() now takes pipe_formats for the color, depth, stencil
buffers.
This avoids a round-about chain of calls to pipe->is_format_supported() for
window renderbuffers (their format never changes).
Renderbuffer format selection code in st_format.c is simpler now too.
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we did some small changes in the beginning of the gallium3d
lifecycle in i915tex which is not in master anymore and just
causes problems when doing merges. getting rid of the headache
by just nuking it here
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Add a 'CheckQuery()' driver callback to mesa to check query completion.
Make pipe_query an opaque type.
Rework softpipe queries, support overlapping occlusion queries.
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surface, etc.
Additional types may be added in the future.
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These are useless or even harmful due to referencing symbols no longer
available in the Gallium build.
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This allows making a bunch of functions static, and removes a state
tracker dependency on driverfuncs.c
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This makes debugging a _lot_ easier.
In gdb, "print format" used to display 613570600, now you see PIPE_FORMAT_A8R8G8B8_UNORM.
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For example, replace PIPE_FORMAT_U_A8_R8_G8_B8 with PIPE_FORMAT_A8R8G8B8_UNORM
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Directly use struct pipe_buffer_handle for storage and struct pipe_surface for
(un)mapping.
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pipe->get_tex_surface() has to be used for access to texture image data.
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Fences will be part of the pipe winsys interface, so remove this to avoid
merge conflicts later on.
This reverts commit ca7f68a7cf25a51f382bba8c42d8c6ab7db57b5d.
This reverts commit dec60d33b2570cf2bdce72a00a1539ee93133f91.
This reverts commit 90dd0cb822f2fe14258c786e5c37da69472b7d17.
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This broke the LLVM build because 'private' is a C++ keyword.
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Connect intel_i915_batch_finish() into i915_winsys, just like intel_i915_batch_flush().
Call i915_winsys->batch_finish() in response to pipe->flush(PIPE_FLUSH_WAIT).
Now all the batchbuffer/fence code is in one place and a little cleaner.
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The state tracker doesn't have to directly call winsys->wait_idle() anymore.
glFlush and glFinish both go through pipe->flush() now.
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The winsys object is now per-screen and shared by multiple contexts.
The regionPool is now part of the i915 winsys layer.
The winsys wait_idle() and flush_frontbuffer() funcs will get more attention...
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driFenceFinish() call
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pipe_surface now has a pointer to the winsys which create/owns the surface.
This allows clean surface deallocation w/out a rendering context.
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