| Commit message (Collapse) | Author | Age | Files | Lines |
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Move glapi to src/mapi/{glapi,es1api,es2api}.
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ES overlay is built with FEATURE_ES1 or FEATURE_ES2, and is built
without FEATURE_GL. Fix the build by always building OpenGL ES sources,
but test for FEATURE_ES1 or FEATURE_ES2. Also, define symbols that are
missing because FEATURE_GL is not defined.
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This still requieres manual generation of the es1 and es2 glapis and is
disabled by default.
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This requires renaming a few functions to have unique names so that
they can all live within the same driver.
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There is no user of st_public now.
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Use st_manager::get_egl_image to look up GLeglImageOES and implement
EGLImageTargetTexture2D and EGLImageTargetRenderbufferStorage.
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There is currently no user of this new interface. As the inteface can
coexist with st_public.h, everthing should work as before.
ST_TEXTURE_2D is both defined by st_public.h and st_api.h. Reorder the
headers in st/dri to avoid conflicts.
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main/dispatch.c is a glapi source file. It is part of GLAPI_SOURCES in
sources.mak and part of glapi_sources in SConscript. This commit moves
it to glapi/ and renames it to glapi_dispatch.c.
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This unclutters the glapi.c file a bit.
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st_api.c is supposed to define st_api_OpenGL to advertise OpenGL
support. However, the linker discards the symbol because it has no
user. It is better to leave this to other state trackers that link to
libmesagallium.a.
Signed-off-by: Chia-I Wu <[email protected]>
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For GL_NV_conditional_render and GL3.
The drawing functions don't check the query object yet.
No API dispatch yet.
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Conflicts:
progs/perf/drawoverhead.c
progs/perf/teximage.c
progs/perf/vbo.c
progs/perf/vertexrate.c
src/mesa/shader/slang/library/slang_common_builtin_gc.h
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The assertion is that the correct read type to be using is the native
type of the underlying read renderbuffer. For some fallback paths, this
may be worse than GL_RGBA/GL_UNSIGNED_BYTE for reads today, but it gets
all drivers the expected GL_BGRA/GL_UNSIGNED_BYTE for ARGB8888 or
GL_BGR//GL_UNSIGNED_SHORT_5_6_5_REV for rgb565 with no work.
This fixes the intel (and other) DRI drivers to report read formats that
should hit blit PBO readpixels paths.
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Conflicts:
src/mesa/drivers/dri/radeon/radeon_fbo.c
src/mesa/drivers/dri/s3v/s3v_tex.c
src/mesa/drivers/dri/s3v/s3v_xmesa.c
src/mesa/drivers/dri/trident/trident_context.c
src/mesa/main/debug.c
src/mesa/main/mipmap.c
src/mesa/main/texformat.c
src/mesa/main/texgetimage.c
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This enables the remap table in core. driInitExtensions is adapted to
use the remap table. All uses of extension_helper.h are replaced by
remap_helper.h. The chicken-egg problem of the DRI drivers is also
solved.
It is now also possible to pass NULL extensions to driInitExtensions.
It will cause driInitExtensions to map all known functions. This
functionality is used by software drivers and EGL_i915.
Signed-off-by: Chia-I Wu <[email protected]>
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This reverts commit 6c5726cd39ab12b86fae391d075fa74bc24b615c.
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meta was moved to core Mesa since
651cffd626a82d9bf539437ca4bdf8ea4b396fab.
Signed-off-by: Chia-I Wu <[email protected]>
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This isn't quite right yet. The delete behavior and the context
clean-up needs some work.
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Core Mesa and the state tracker do not depend on any gallium drivers.
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Conflicts:
src/mesa/shader/arbprogparse.c
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Implement glClear() in terms of quad rendering, implement glBlitFramebuffer()
in terms of glCopyTexImage2D + textured quad, etc.
There have been several places in the drivers where we've implemented
meta rendering similar to this. This is an effort to do it in a more
portable and more efficient form.
The _mesa_meta_begin/end() functions act like glPush/PopAttrib() but are
lighter-weight. Plus, _mesa_meta_begin() resets GL state back to default
values (texturing off, identity vertex transform, etc) so the meta drawing
functions don't have to worry about it.
For now only _mesa_mesa_blit_framebuffer() and _mesa_meta_clear() are
implemented. glDrawPixels() and glCopyPixels() would be the next candidates.
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This still needs quite a bit of work, but a bunch of the programs in progs/vp
produce correct results.
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A bit of refactoring with an eye toward ES2 and GL 3.1
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This was never fully fleshed out and hasn't been used.
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This is pretty simplistic for now, but helps with certain shaders.
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