| Commit message (Collapse) | Author | Age | Files | Lines |
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State trackers like es or vega need to install their libraries.
Signed-off-by: Chia-I Wu <[email protected]>
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Signed-off-by: Chia-I Wu <[email protected]>
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Running make with -j for the first time might fail because glapi headers
haven't been generated. This commit should make it more reliable.
Signed-off-by: Chia-I Wu <[email protected]>
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drawtex.c was listed in LOCAL_ES1_SOURCES twice. My mistake when
merging the patches.
Also, run gl_apitemp.py with -c to silence warnings and add target
"install".
Signed-off-by: Chia-I Wu <[email protected]>
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When the mode is on, the scripts would generate headers that are
suitable for OpenGL ES. There are two differences. One is that they
will generate function prototypes for OpenGL ES specific functions. The
other is that, when a function has multiple names, SET/GET/CALL macros
would be generated for each of names.
Signed-off-by: Chia-I Wu <[email protected]>
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Signed-off-by: Chia-I Wu <[email protected]>
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Signed-off-by: Chia-I Wu <[email protected]>
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This is primitive support for OpenGL ES. It uses a subset of mesa
sources to build libesXgallium.a and libesXapi.a, where X is 1 for
OpenGL ES 1.x, 2 for OpenGL ES 2.x. The static libraries serve the same
purpose as libmesagallium.a and libglapi.a do for OpenGL.
This is based on the work of opengl-es branch.
Signed-off-by: Chia-I Wu <[email protected]>
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These XMLs define OpenGL ES 1.x and 2.x APIs.
Signed-off-by: Chia-I Wu <[email protected]>
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They are needed by OpenGL ES overlay.
Signed-off-by: Chia-I Wu <[email protected]>
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This allows different sets of generated sources and headers to be used.
Signed-off-by: Chia-I Wu <[email protected]>
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The output of the script is unchanged.
Signed-off-by: Chia-I Wu <[email protected]>
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The test is done by checking if the offset is manually assigned. The
generated headers are unchanged.
Signed-off-by: Chia-I Wu <[email protected]>
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Signed-off-by: Chia-I Wu <[email protected]>
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Signed-off-by: Chia-I Wu <[email protected]>
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When GLX_INDIRECT_RENDERING is defined, some symbols are used in
libglapi.a but are not defined. Define them through the help of
glapitemp.h.
Signed-off-by: Chia-I Wu <[email protected]>
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When GLX_INDIRECT_RENDERING is defined, some symbols are used in
libglapi.a but are not defined. Define them through the help of
glapitemp.h.
Signed-off-by: Chia-I Wu <[email protected]>
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Reorganize glapitemp.h such that it is possible to skip normal entry
points or protocol entry points by defining
_GLAPI_SKIP_NORMAL_ENTRY_POINTS or _GLAPI_SKIP_PROTO_ENTRY_POINTS.
Protocol entry points are those with different GLX protocols. They are
skipped in libglapi.a when GLX_INDIRECT_RENDERING is defined.
Signed-off-by: Chia-I Wu <[email protected]>
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Fixes bug 24946.
This regression came from 8df699b3bb1aa05b633f05b121d09d812c86a22d.
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It is a valid and tested combination on D3D9.
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Signed-off-by: Corbin Simpson <[email protected]>
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Signed-off-by: Corbin Simpson <[email protected]>
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Suggested by Joakim Sindholt.
Also, put flushing of colorbuffers _before_ the framebuffer state setup,
suggested by docs.
Signed-off-by: Corbin Simpson <[email protected]>
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Signed-off-by: Corbin Simpson <[email protected]>
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Conflicts:
src/mesa/drivers/windows/gdi/mesa.def
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The exec->vtx.inputs[] array was being written past its end. This was
clobbering the following vbo_exec_context::eval state. Probably not noticed
since evaluators and immediate mode rendering don't happen at the same time.
Fixed the loop in vbo_exec_vtx_init().
Changed the size of the vbo_exec_context::vtx.arrays[] array.
Added a bunch of debug-build assertions.
Issue found by Vinson Lee.
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Signed-off-by: Brian Paul <[email protected]>
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Revised version of a patch from Karl Schultz.
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Signed-off-by: Brian Paul <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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performance optimization
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Seems INDX_OFFSET doesn't work properly on some cards,
so change back to immediate mode indices. Seems to only
affect DRI1. Needs more investigation.
Rework and clean up the draw functions.
Signed-off-by: Alex Deucher <[email protected]>
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Signed-off-by: Alex Deucher <[email protected]>
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It's not sampling based so its results are biased towards functions called
many times.
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For example, we would like to have a predicate and texture token
in one instruction to do predicated texture sampling.
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Mip-mapped 3D textures are not arrays of 2D layers
with a mip-map layout like 2D textures, therefore we
cannot use image_nr == depth for them.
Making use of "volume tiling" modes now, the allowed
modes are 0xZY where Z <= 5 and y <= 5.
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Handle the remaining semantic names and indices.
Respect color interpolator when not flatshading.
Based on Michal's softpipe commit
eb699d64ec7057032139baccedcb0694ca41d706.
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Everything now goes through the draw_vbuf handler, the same as
regular drivers.
Based on Keith's commit 4fe0fc3eba1f79beda890a5016359d549bab6ad4.
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Based on Michal's identical commit for softpipe
(ca9c413647bf9efb5ed770e3a655bc758075aec7).
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