| Commit message (Collapse) | Author | Age | Files | Lines |
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Unused/unchecked by any of the callers.
v2: Fix the glsl cases that have crept in since v1
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Grazvydas Ignotas <[email protected]>
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Rather than having an extra memory allocation [that we currently do not
and act accordingly] just make the API take an pointer to a stack
allocated instance.
This and follow-up steps will effectively make the _mesa_sha1_foo simple
define/inlines around their SHA1 counterparts.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Grazvydas Ignotas <[email protected]>
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At the moment we support 5+ different implementations each with varying
amount of bugs - from thread safely problems [1], to outright broken
implementation(s) [2]
In order to accommodate these we have 150+ lines of configure script and
extra two configure toggles. Whist an actual implementation being
~200loc and our current compat wrapping ~250.
Let's not forget that different people use different code paths, thus
effectively makes it harder to test and debug since the default
implementation is automatically detected.
To minimise all these lovely experiences, import the "100% Public
Domain" OpenBSD sha1 implementation. Clearly document any changes needed
to get building correctly, since many/most of those can be upstreamed
making future syncs easier.
As an added bonus this will avoid all the 'fun' experiences trying to
integrate it with the Android and SCons builds.
v2: Manually expand __BEGIN_DECLS/__END_DECLS and document (Tapani).
Furthermore it seems that some games (or surrounding runtime) static
link against OpenSSL resulting in conflicts. For more information see
the discussion thread [3]
Bugzilla [1]: https://bugs.freedesktop.org/show_bug.cgi?id=94904
Bugzilla [2]: https://bugs.freedesktop.org/show_bug.cgi?id=97967
[3] https://lists.freedesktop.org/archives/mesa-dev/2017-January/140748.html
Cc: Mark Janes <[email protected]>
Cc: Vinson Lee <[email protected]>
Cc: Tapani Pälli <[email protected]>
Cc: Jonathan Gray <[email protected]>
Tested-by: Jonathan Gray <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Tapani Pälli <[email protected]> (v1)
Acked-by: Jason Ekstrand <[email protected]> (v1)
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_mesa_libgcrypt_init() returns NULL, but its return type is void.
Reviewed-by: Mark Janes <[email protected]>
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Fixes intermittent Vulkan CTS failures within the test groups:
dEQP-VK.api.object_management.multithreaded_per_thread_device
dEQP-VK.api.object_management.multithreaded_per_thread_resources
dEQP-VK.api.object_management.multithreaded_shared_resources
Signed-off-by: Mark Janes <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94904
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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My earlier attempt to fix this missed the fact that there was a #else
clause that assumes that you have openssh. This moves the whole thing
under #ifdef HAVE_SHA1 which should avoid this issue.
Fixes: 13bfa5201 (util: always include sha1 into the build)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91898
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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SHA1 is now used in all builds when HAVE_SHA1 is defined. Adjust src to
do the same thing, rather than predicating on shader cache.
Fixes: 04e201d0c02 ("mesa: change 'SHADER_SUBST' facility to work with env variables")
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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The filename of sha1.h was conflicting with the system-provided
sha1.h, (and in some confiurations, our sha1.c was unsuccessfully
attemping to include "sha1.h" and <sha1.h> as two different files).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=88523
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