| Commit message (Collapse) | Author | Age | Files | Lines |
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The samplers for DrawPixels data and the pixel map are assigned to slots
which don't overlap with the existing sampler slots.
The texture coordinates for the user texture are uploaded as a constant.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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- there is no connection to user fragment shaders, so having these as
shader variants makes no sense
- don't use Mesa IR, use TGSI
- don't create gl_fragment_program, just create the shader CSO
v2: generate exactly the same shader as before to fix llvmpipe
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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The other variables can't be moved.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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No other shader stage has a "prepare" function.
This will allow removing some variables from st_vertex_program.
Also, prepare_fragment_program was a dead prototype.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Drivers weren't notified about this at all.
This allows disabling on-demand compilation in drivers.
Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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First step towards inverting the dependency between glsl and nir (so nir
can be used without glsl). Also solves this issue with 'make distclean'
Making distclean in mesa
make[2]: Entering directory '/mnt/sdb1/Src64/Mesa-git/mesa/src/mesa'
Makefile:2486: ../glsl/.deps/shader_enums.Plo: No such file or directory
make[2]: *** No rule to make target '../glsl/.deps/shader_enums.Plo'. Stop.
make[2]: Leaving directory '/mnt/sdb1/Src64/Mesa-git/mesa/src/mesa'
Makefile:684: recipe for target 'distclean-recursive' failed
make[1]: *** [distclean-recursive] Error 1
make[1]: Leaving directory '/mnt/sdb1/Src64/Mesa-git/mesa/src'
Makefile:615: recipe for target 'distclean-recursive' failed
make: *** [distclean-recursive] Error 1
Reported-by: Andy Furniss <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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The point is to avoid having to re-validate all image units when
_NEW_TEXTURE is flagged, which can be expensive if the driver exposes
a large number of image units. This has been reported to fix a 36%
performance regression in the Synmark2 Multithread benchmark on the
i965 driver which exposes 192 image units.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91788
Reported-by: Wendy Wang <[email protected]>
Tested-by: Ye Tian <[email protected]>
CC: "11.0" <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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gl_image_unit::_Valid will be removed in a future commit.
Tested-by: Ye Tian <[email protected]>
CC: "11.0" <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The call to _mesa_test_texobj_completeness() is unnecessary if the
texture is already known to be complete. If the texture object is
dirtied in the meantime _BaseComplete and _MipmapComplete will be
reset to false. _mesa_is_image_unit_valid() will start to be called
more frequently in a future commit, so it seems desirable to avoid the
unnecessary work.
Tested-by: Ye Tian <[email protected]>
CC: "11.0" <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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A future commit will remove all texture object-dependent derived state
from the image unit struct to make validation unnecessary on texture
state changes. Instead of checking gl_image_unit::_Valid drivers will
be required to call this function when needed to find out whether an
image unit is in a valid state and whether access from the shader is
allowed.
Tested-by: Ye Tian <[email protected]>
CC: "11.0" <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The hardware documentation relating to the UAV HW-assisted coherency
mechanism and UAV access enable bits is scarce and sometimes
contradictory, and there's quite some guesswork behind this commit, so
let me summarize the background first: HSW and later hardware have
infrastructure to support a stricter form of data coherency between
shader invocations from separate primitives. The mechanism is
controlled by the "Accesses UAV" bits on 3DSTATE_VS, _HS, _DS, _GS and
_PS (or _PS_EXTRA on BDW+), and the "UAV Coherency Required" bit on
the 3DPRIMITIVE command.
Regardless of whether "UAV Coherency Required" is set, the hardware
fixed-function units will increment a per-stage semaphore for each
request received if "Accesses UAV" is set for the same or any lower
stage. An implicit DC flush is emitted by the lowermost stage with
"Accesses UAV" set once it's done processing the request, this also
happens regardless of the value of "UAV Coherency Required". The
completion of the DC flush will cause the same stage and all previous
ones to decrement the semaphore, marking the UAV accesses for the
primitive as coherent with L3.
The "UAV Coherency Required" 3DPRIMITIVE bit will cause a pipeline
stall before any threads are dispatched for the first FF stage with
"Accesses UAV" set until the semaphore is cleared for the same stage.
Effectively this guarantees that UAV memory accesses performed by
previous primitives from any stage will be strictly ordered (and
thanks to the implicit DC flush visible in memory) with UAV accesses
from the following primitives.
None of this is required by the usual image, atomic counter and SSBO
GL APIs which have very relaxed cross-primitive coherency and ordering
requirements, so we don't actually ever set the "UAV Coherency
Required" bit -- Ordering with respect to shader invocations from
previous stages on the same primitive where there is a data dependency
is of course already guaranteed as the spec requires, regardless of
this mechanism being enabled. We do set the "Accesses UAV" bits
though since my commit ac7664e493655e290783c23a0412b9c70936da50 (which
this patch partially reverts), mainly because of comments like the
following from the BDW PRM:
> 3DSTATE_GS
>[...]
> 12 Accesses UAV
> Format: Enable
> This field must be set when GS has a UAV access.
There are similar comments in the documentation for the other
3DSTATE_*S commands. The "must" part is misleading and unjustified
AFAIK. Most of the "Accesses UAV" bits don't seem to have any side
effects other than the implicit DC flushes and the related
book-keeping in anticipation for a subsequent primitive with "UAV
Coherency Required" set, so in most cases they are unnecessary and may
incur a performance penalty. There is an exception though. On Gen8+
the PS_EXTRA UAV access bit influences the calculation of the PS
UAV-only and ThreadDispatchEnable signals which on previous
generations were set explicitly by the driver, so we cannot always
avoid enabling it on the PS stage.
The primary motivation for this change is that in fact the hardware
coherency mechanism is buggy and will cause a rather non-deterministic
hang on Gen8 when VS is the only stage with "Accesses UAV" set and the
processing of a request terminates immediately after the implicit DC
flush is sent for a previous primitive with no additional vertices
being emitted for the second primitive, what will cause the hardware
to skip sending a second DC flush and cause the VS to stall
indefinitely waiting for a response from the DC (BDWGFX HSD 1912017).
This hardware bug can be reproduced on current master with the
spec@arb_shader_image_load_store@host-mem-barrier@Indirect/RaW piglit
subtest (if you have the patience to run it a few dozen times).
The proposed workaround is to insert CS STALLs speculatively between
3DPRIMITIVE commands when "Accesses UAV" is enabled for the VS stage
only. Because this would affect one of the hottest paths in the
driver and likely decrease performance even further due to the
unnecessary serialization, and because we don't actually need the
implicit DC flushes, it seems better to just disable them.
Cc: 11.0 <[email protected]>
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If a non-const sample number is given to interpolateAtSample it will
now generate an indirect send message with the sample ID similar to
how non-const sampler array indexing works. Previously non-const
values were ignored and instead it ended up using a constant 0 value.
The generator will try to determine if the sample ID is dynamically
uniform via nir_src_is_dynamically_uniform. If not it will query the
pixel interpolator in a loop, once for each different live sample
number. The next live sample number is found using emit_uniformize. If
multiple live channels have the same sample number then they will be
handled in a single iteration of the loop. The loop is necessary
because the indirect send message doesn't seem to have a way to
specify a different value for each fragment.
This fixes the following two Piglit tests:
arb_gpu_shader5-interpolateAtSample-nonconst
arb_gpu_shader5-interpolateAtSample-dynamically-nonuniform
v2: Handle dynamically non-uniform sample ids.
v3: Remove the BREAK instruction and predicate the WHILE directly.
Make the tokens arrays const. (Matt Turner)
v4: Iterate over the live channels instead of each possible sample
number.
v5: Don't special case immediate values in
brw_pixel_interpolator_query. Make a better wrapper for the
function to set up the PI send instruction. Ensure that the SHL
instructions are scalar. (Francisco Jerez).
Reviewed-by: Francisco Jerez <[email protected]>
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It is possible to directly predicate the WHILE instruction. In this
case there will be a second successor block because the execution can
resume from the instruction after the loop. This will be used in a
subsequent patch.
Reviewed-by: Matt Turner <[email protected]>
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ACTIVE_VARIABLES
Return the number of values written.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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From ARB_program_query_interface:
For the property ARRAY_SIZE, a single integer identifying the number of
active array elements of an active variable is written to <params>. The
array size returned is in units of the type associated with the property
TYPE. For active variables not corresponding to an array of basic types,
the value one is written to <params>. If the variable is a shader
storage block member in an array with no declared size, the value zero
is written to <params>.
v2:
- Unsized arrays of arrays have an array size different than zero
v3:
- Arrays and unsized arrays will have an array_stride > 0. Use it
instead of is_unsized_array flag (Timothy).
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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From ARB_shader_storage_buffer_object:
"When using the ARB_program_interface_query extension to enumerate the
set of active buffer variables, only the first element of arrays (sized
or unsized) will be enumerated"
_mesa_program_resource_array_size() is used when getting the name (and
name length) of the active variables. When it is an unsized array,
we want to indicate it has one active element so the returned name
would have "[0]" at the end.
v2:
- Use array_stride > 0 and array_elements == 0 to detect unsized
arrays. Because of that, we don't need is_unsized_array flag
(Timothy)
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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When the active variable is an array which is already a top-level
shader storage block member, don't return its array size and stride
when querying TOP_LEVEL_ARRAY_SIZE and TOP_LEVEL_ARRAY_STRIDE
respectively.
Fixes the following 12 dEQP-GLES31 tests:
dEQP-GLES31.functional.ssbo.layout.single_basic_array.shared.mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.shared.row_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.shared.column_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.packed.mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.packed.row_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.packed.column_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std140.mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std140.row_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std140.column_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.row_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.column_major_mat3x4
v2:
- Fix check when the shader storage block is instanced
- Write auxiliary function to do the check.
v3:
- Check if full_instanced_name is NULL just after allocation (Ilia)
- Remove () from one strcmp() in the if statement (Ilia)
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Tested-by: Tapani Pälli <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Use found_top_level_array_stride instead of found_top_level_array_size.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Patch adds missing type (used with NV_read_depth) so that it gets
handled correctly. This fixes errors seen with following CTS test:
ES3-CTS.gtf.GL3Tests.packed_pixels.packed_pixels
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Cc: "11.0" <[email protected]>
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Before, we were unconditionally assigning the TargetIndex field in
_mesa_BindTexture(), even if it was already set properly. Now we
initialize TargetIndex wherever we initialize the Target field, in
_mesa_initialize_texture_object(), finish_texture_init(), etc.
v2: also update the meta_copy_image code. In make_view() the
view_tex_obj->Target field was set, but not the TargetIndex field.
Also, remove a second, redundant assignment to view_tex_obj->Target.
Add sanity check assertions too.
Reviewed-by: Anuj Phogat <[email protected]>
Tested-by: Mark Janes <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
Tested-by: Mark Janes <[email protected]>
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Callers of create_texture() will either pass target=0 or a validated
GL texture target enum so no need to do another error check inside
the loop.
Reviewed-by: Anuj Phogat <[email protected]>
Tested-by: Mark Janes <[email protected]>
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We can now link the unit tests against just libi965_compiler.la. This
lets us drop a lot of DRI driver dependencies, but we still pull in all
of libmesa and more.
This also provides a few standalone users of libi965_compiler.la, which
will help us accidentally using i965_dri.so functions from the compiler.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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This introduces a new libtool helper library, libi965_compiler.la. This
library is moderately self-contained, but still needs to link to all of
libmesa.la among other things.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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brw_get_shader_time_index() is all tangled up in brw_context state and
we can't call it from the compiler. Thanks the Jasons recent
refactoring, we can just get the index and pass to the emit functions
instead.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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We call this from the compiler so move it to brw_shader.cpp.
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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This function computes the next power of two, but at least 1024. We can
do that by bitwise or'ing in 1023 and calling util_next_power_of_two().
We use brw_get_scratch_size() from the compiler so we need it out of
brw_program.c. We could move it to brw_shader.cpp, but let's make it a
small inline function instead.
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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brw_program.c won't be part of the compiler library, but we need
brw_mark_surface_used() in the compiler. Move to brw_shader.cpp.
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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The initial motivation for this patch was to avoid calling
brw_cs_prog_local_id_payload_dwords() in gen7_cs_state.c from the
compiler. This commit ends up refactoring things a bit more so as to
split out the logic to build the local id payload to brw_fs.cpp. This
moves the payload building closer to the compiler code that uses the
payload layout and makes it available to other users of the compiler.
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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We want to use the rest of brw_shader.cpp with the rest of the compiler
without pulling in the GLSL linking code.
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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We need the debug flag parsing and INTEL_DEBUG in the compiler, but we
don't want the dependency on bufmgr (libdrm_intel) in there. Move to
intel_screen.c.
There are now only two lines left in brw_process_intel_debug_variable(),
but we keep it in intel_debug.h to avoid having to expose
'debug_control' as a global variable.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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We want to use intel_debug.c in code that doesn't link to dri common.
v2: Remove unnecessary stddef.h include (Topi), use util/debug.h
in all DRI driver and remove driParseDebugString() (Iago).
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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We move these calls one level up into the codegen functions.
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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Comit d48ac9306619 addressed this for VS, but we forgot to do the same for
URB writes generated by the gen6 GS.
Reviewed-by: Kenneth Graunke <[email protected]>
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That should make tracking where we do spills and pull loads a bit easier.
Reviewed-by: Kenneth Graunke <[email protected]>
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So they do not conflict with our (un)spills (MRF 21..23) or our
URB writes (MRF 1..15)
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The EXT_texture_format_BGRA8888 extension (which mesa supports
unconditionally) adds a new format and internal format called GL_BGRA_EXT.
Previously, this was not really handled at all in
_mesa_ex3_error_check_format_and_type. When the checks were tightened in
commit f15a7f3c, we accidentally tightened things too far and GL_BGRA_EXT
would always cause an error to be thrown.
There were two primary issues here. First, is that
_mesa_es3_effective_internal_format_for_format_and_type didn't handle the
GL_BGRA_EXT format. Second is that it blindly uses _mesa_base_tex_format
which returns GL_RGBA for GL_BGRA_EXT. This commit fixes both of these
issues as well as adds explicit checks that GL_BGRA_EXT is only ever used
with GL_BGRA_EXT and GL_UNSIGNED_BYTE.
Signed-off-by: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92265
Reviewed-by: Ian Romanick <[email protected]>
Cc: "11.0" <[email protected]>
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This reverts commit b69cfbdf18fa64606a76761b20bc268f4ac731e5.
This isn't quite baked yet. Seems that despite building the ES piglits,
none of them got executed.
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Version 3: Simplify the code comment, word wrap commit description.
Version 2: Return GL_FALSE if ARB_shadow is unsupported instead of
pretending to store the value as suggested by Brian Paul.
This fixes a GL error warning on r200 in Wine.
The GL_ARB_sampler_objects extension does not specify a dependency on
GL_ARB_shadow or GL_ARB_depth_texture for setting the depth texture
compare mode and function. Silently ignore attempts to change these
settings. They won't matter without a depth texture being assigned
anyway.
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Move all the enums but CONTEXT_FLAGS. The spec seems quite explicit
about the latter (wrt OpenGL ES)
"In OpenGL ES versions prior to and including ES 3.1 there is no
CONTEXT_FLAGS state and therefore the CONTEXT_FLAG_DEBUG_BIT cannot
be queried."
v2 [Emil Velikov] Rebase.
v3 [Emil Veliokv] Drop the CONTEXT_FLAGS hunk - not applicable for GLES
Signed-off-by: Matthew Waters <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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v2 [Emil Velikov]
- Rebase.
- Correct version in gles11 dispatch_sanity.
- Move the extension enable to a separate patch.
Signed-off-by: Matthew Waters <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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