| Commit message (Collapse) | Author | Age | Files | Lines |
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These states are for GS assembly shaders only. We don't support those.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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We've been using a mix of these two macros for a while now. Let's
just use the later everywhere. It seems to be the convention used
by other open-source projects.
Acked-by: Ilia Mirkin <[email protected]>
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Acked-by: Eric Anholt <[email protected]>
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Previously, the set API required the user to do all of the hashing of keys
as it passed them in. Since the hashing function is intrinsically tied to
the comparison function, it makes sense for the hash set to know about
it. Also, it makes for a somewhat clumsy API as the user is constantly
calling hashing functions many of which have long names. This is
especially bad when the standard call looks something like
_mesa_set_add(ht, _mesa_pointer_hash(key), key);
In the above case, there is no reason why the hash set shouldn't do the
hashing for you. We leave the option for you to do your own hashing if
it's more efficient, but it's no longer needed. Also, if you do do your
own hashing, the hash set will assert that your hash matches what it
expects out of the hashing function. This should make it harder to mess up
your hashing.
This is analygous to 94303a0750 where we did this for hash_table
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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NewBufferObject took a "target" parameter, which it blindly passed to
_mesa_initialize_buffer_object(), which ignored it.
Not much point in passing it around.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This avoids problems with things like meta operations calling functions
that want to take the lock while the lock is already held. Basically,
the point is to guard against API reentrancy across threads...not to
guard against ourselves.
Dave Airlie opposed this change, but it makes master usable again and no
one proposed a better solution. We can revert this if/when someone
does.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Tested-by: Chris Forbes <[email protected]>
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This hash table is used in core Mesa, the GLSL compiler, and the i965
driver, which makes it a good candidate for the new src/util module.
It's much faster than program/hash_table.[ch] (see commit 6991c2922f5
for data), and José's u_hash_table.c has a comment saying Gallium should
probably consider switching to a linear probing hash table at some point.
So this seems like the best candidate for a shared data structure.
Signed-off-by: Kenneth Graunke <[email protected]>
v2 (Jason Ekstrand): Pick up another hash_table use and patch up scons
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Spotted by Charmaine Lee.
Cc: "10.2" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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OpenGL allows a buffer to be mapped only once, but we also map buffers
internally, e.g. in the software primitive restart fallback, for PBOs,
vbo_get_minmax_index, etc. This has always been a problem, but it will
be a bigger problem with persistent buffer mappings, which will prevent
all Mesa functions from mapping buffers for internal purposes.
This adds a driver interface to core Mesa which supports multiple buffer
mappings and allows 2 mappings: one for the GL user and one for Mesa.
Note that Gallium supports an unlimited number of buffer and texture
mappings, so it's not really an issue for Gallium.
v2: fix unmapping in xm_dd.c, remove the GL errors there
v3: fix the intel driver (by Fredrik)
Reviewed-by: Fredrik Höglund <[email protected]>
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This patch replaces code in _mesa_new_shader() and delete_shader_cb()
that checks the type of a shader with calls to
_mesa_validate_shader_target(). This has two advantages: it allows
for a more thorough check (since _mesa_validate_shader_target()
doesn't permit shader targets that aren't supported by the back-end),
and it reduces the amount of code that will need to be modified when
adding new shader stages.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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The previous commit introduced extra words, breaking the formatting.
This text transformation was done automatically via the following shell
command:
$ git grep 'THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY' | sed 's/:.*$//' | xargs -I {} sh -c 'vim -e -s {} < vimscript
where 'vimscript' is a file containing:
/THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY/;/\*\// !fmt -w 78 -p ' * '
:wq
Reviewed-by: Brian Paul <[email protected]>
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This brings the license text in line with the MIT License as published
on the Open Source Initiative website:
http://opensource.org/licenses/mit-license.php
Generated automatically be the following shell command:
$ git grep 'THE AUTHORS BE LIABLE' | sed 's/:.*$//g' | xargs -I '{}' \
sed -i 's/THE AUTHORS/THE AUTHORS OR COPYRIGHT HOLDERS/' {}
This introduces some wrapping issues, to be fixed in the next commit.
Reviewed-by: Brian Paul <[email protected]>
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Generated automatically be the following shell command:
$ git grep 'BRIAN PAUL BE LIABLE' | sed 's/:.*$//g' | xargs -I '{}' \
sed -i 's/BRIAN PAUL/THE AUTHORS/' {}
The intention here is to protect all authors, not just Brian Paul. I
believe that was already the sensible interpretation, but spelling it
out is probably better.
More practically, it also prevents people from accidentally copy &
pasting the license into a new file which says Brian is not liable when
he isn't even one of the authors.
Reviewed-by: Brian Paul <[email protected]>
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None of the remaining FEATURE_x symbols in mfeatures.h are used anymore.
Reviewed-by: Jordan Justen <[email protected]>
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Adds the new texture targets, and per-image state for GL_TEXTURE_SAMPLES
and GL_TEXTURE_FIXED_SAMPLE_LOCATIONS.
V2: - Allow multisample texture targets in glInvalidateTexSubImage too.
This was already partly there, but I missed it the first time around
since the interaction is defined in a newer extension. Fixed weird
indentation.
- Allow multisample array textures in glFramebufferTextureLayer.
This was overlooked as the tests originally only used 2d
multisample textures.
V3: - Set min/mag filters sensibly for multisample textures. This
can't actually be changed by the user, so it's more sensible to
initialize it correctly than to hack around it being bogus later.
V4: - Tidy up initial min/mag filter setup. Setup in
_mesa_initialize_texture_object was bogus, but benign since
finish_texture_init() clobbered everything with correct values. For V4,
just do the setup in finish_texture_init().
V5: - Don't break glPopAttrib(GL_TEXTURE_BIT)
Signed-off-by: Chris Forbes <[email protected]>
[V2] Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Previously, the user could send in a pointer that was not created
by mesa. When we dereferenced that pointer, there would be an
exception.
Now we keep a set of pointers and verify that the pointer
exists in that set before dereferencing it.
Note: This fixes several crashing gles3conform tests.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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We sometimes need a rendering context when deleting renderbuffers.
Pass it explicitly instead of trying to grab a current context
(which might be NULL). The next patch will make use of this.
Note: this is a candidate for the stable branches.
Reviewed-by: Jose Fonseca <[email protected]>
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This adds the mesa core + texture + fbo support for the
texture cube map array extension.
v2:
add comment to _mesa_num_tex_faces related to cube map arrays (Brian)
drop wrong comment cut-n-paste (Brian)
fix / 6 maximum check issue (Kenneth)
coalsece some array case statements (Kenneth)
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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With the explit NUM_TEXTURE_TARGETS array size, the assertion that
Elements(targets) == NUM_TEXTURE_TARGETS would pass even if elements
were missing.
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Oliver McFadden <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Oliver McFadden <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Oliver McFadden <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Oliver McFadden <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Oliver McFadden <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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In a few cases, remove unneeded casts.
And fix a few other const-correctness issues.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, this function only handled 2D textures.
The fallback texture is used when we try to sample from an incomplete
texture object. GLSL says sampling an incomplete texture should return
(0,0,0,1).
v2: use a 1-texel texture image, per José.
Reviewed-by: Jose Fonseca <[email protected]>
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This cleans up the reference counting of shared context state.
The next patch will use this to fix an actual bug.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: José Fonseca <[email protected]>
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Since commit 82b9661894315362f857192439bdcbc9db090387 and
34eae1c72a9b3a8eb0634cda52fca0208cd2f40d vbo support
is mandatory for all drivers. So, remove the remaining
FEATURE_ARB_vertex_buffer_object guards.
Signed-off-by: Mathias Froehlich <[email protected]>
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This is an OpenGL ES specific extension. External textures are textures that
may be sampled from, but not be updated (no glTexSubImage* and etc.). The
image data are taken from an EGLImage.
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Jakob Bornecrantz <[email protected]>
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No driver used that parameter, and most drivers ended up with a bunch
of unused-parameter warnings because it was there.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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No GLSL or driver support yet.
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Add dummy static inline definitions to syncobj.h when FEATURE_ARB_sync
is 0, and remove most FEATURE_ARB_sync tests.
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Remove the unneeded ctx->Driver hooks for shader-related functions.
Move state and API-related things into main/.
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This object can be shared with another context, so we cannot just
delete it when the owning context is being destroyed.
Ensuring that buffer objects are properly refcounted guarantees
NullBufferObj is destroyed when all references to it are removed.
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Always use _mesa_reference_buffer_object, and never call
ctx->Driver.DeleteBuffer() directly to prevent dangling pointers to the
null buffer object.
This fixes crash/assertions in sharedtex_mt and Autodesk Mudbox.
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