| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Brian Paul <[email protected]>
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For scalar GS support, we either need to add a fourth constructor which
takes the GS structures, or combine the existing two and pass the shader
stage.
Given that they're not significantly different, I opted for the latter.
v2: Remove more stuff from the .h file (Jason and Jordan).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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With earlier commit (7a58262e58d egl: Remove skeleton implementation of
EGL_MESA_screen_surface) we've removed the skeleton implementation of
eglCopyContextMESA(). Just like EGL_MESA_screen_surface this extension
was never implemented in mesa.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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The extension requires that the address of the core functions should be
available via eglGetProcAddress. Currently the list is guarded by
_EGL_GET_CORE_ADDRESSES, which was only set for the scons (windows)
build.
Unconditionally enable it for all the builds (automake, android and
haiku) considering that the extension is not platform specific and is
always enabled.
v2: Drop the _EGL_GET_CORE_ADDRESSES macro altogether.
Cc: [email protected]
Signed-off-by: Emil Velikov <[email protected]>
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s/EGL_MESA_dma_buf_image_export/EGL_MESA_image_dma_buf_export as defined by the spec
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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The EGL 1.3, 1.4 and 1.5 spec (as quoted below) explicitly mentions that
providing static symbols for functions provided by EGL extensions is not
portable. Considering that relatively recently we've seen a non-mesa
desktop EGL implementation, the fact that we opt for such behaviour has
gone unnoticed.
From the EGL 1.5 specification:
For functions that are queryable with eglGetProcAddress,
implementations may choose to also export those functions
statically from the object libraries implementing those
functions. However, portable clients cannot rely on this
behavior.
To encourage devs against writing such non-portable code, let's hide the
symbols similar to the official binary driver from NVIDIA.
v2: Quote the EGL 1.5 spec, as suggested by Chad.
Cc: Brian Paul <[email protected]>
Cc: Chad Versace <[email protected]>
Cc: Daniel Kurtz <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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The driver search/load is not done at eglGetDisplay (or eglOpenDisplay
as the readme called it) time, but during eglInitialize().
Drop _eglMain (available only for external drivers) reference. Mention
we use function(s), specific to the built-in driver(s).
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Cleanup the function propotypes which were part of the previous EGL
drivers.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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The only user (egl_gallium) is not longer around.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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This was causing corruption with hw binning on a306. Unlikely that it
is a306 specific, but rather the smaller gmem size resulted in different
tile configuration which was triggering the bug at certain resolutions.
Signed-off-by: Rob Clark <[email protected]>
Cc: "10.4" and "10.5" and "10.6" <[email protected]>
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Whitelist adreno 306 (as found in msm8916/apq8016). Works pretty much
out of the box, although the smaller GMEM size requires more tiles to
fit 1920x1080, so bump up the max # of tiles as well.
Since it is just whitelist + trivial change, it makes sense to land on
all the active release branches.
Note that a305c ends up with gpu-id "306", hence a306 ends up with
gpu-id of "307". Apparently that is what happens when you let the
marketing dept name things.
Cc: "10.4" and "10.5" and "10.6" <[email protected]>
Signed-off-by: Rob Clark <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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* Haiku's egl driver is C++ due to the interface natively being C++
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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These warnings have been detected by Clang 3.6.
codegen/nv50_ir_from_tgsi.cpp:1319:10: warning: struct 'Source' was
previously declared as a class [-Wmismatched-tags] const struct tgsi::Source *code;
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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The nv40_fp_bra() function in the same file is also unused but this is
the only place where the nv30/nv40 isa is documented.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This fixes a crash when trying to monitor MP counters because compute
support is not implemented for nvf0.
Reported-by: Ilia Mirkin <[email protected]>
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Assume that all drivers that advertise support for NPOT textures
are able to support GL 2.0.
v2: Add a comment.
Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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This extension requires OpenGL 2.0, so enable it on gen3 and later.
Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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This could have added a new DD table entry for DrawBuffers that takes an
arbitrary draw buffer, but, after looking at the existing DD functions,
Kenneth Graunke recommended that we just skip calling the DD functions in the
case of ARB_direct_state_access. The DD implementations for DrawBuffer(s)
have limited functionality, especially with respect to
ARB_direct_state_access.
[Fredrik: Call the driver function when fb is the bound draw buffer]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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[Fredrik: Fix the name of the buf parameter in the XML file]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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This could have added a new DD table entry for ReadBuffer that takes an
arbitrary read buffer, but, after looking at the existing DD functions,
Kenneth Graunke recommended that we just skip calling the DD functions in the
case of ARB_direct_state_access. The DD implementations for ReadBuffer
have limited functionality, especially with respect to
ARB_direct_state_access.
[Fredrik: Call the driver function when fb is the bound read buffer]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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[Fredrik: Fix the name of the buf parameter in the XML file]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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This could have added a new DD table entry for DrawBuffer that takes an
arbitrary draw buffer, but, after looking at the existing DD functions,
Kenneth Graunke recommended that we just skip calling the DD functions in the
case of ARB_direct_state_access. The DD implementations for DrawBuffer(s)
have limited functionality, especially with respect to
ARB_direct_state_access.
[Fredrik: Call the driver function when fb is the bound draw buffer]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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[Fredrik: Whitespace fix]
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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The ARB_direct_state_access specification says (as of 2015.02.05):
"Interactions with OpenGL 4.3 or ARB_framebuffer_no_attachments
If neither OpenGL 4.3 nor ARB_framebuffer_no_attachments are supported,
ignore the support for NamedFramebufferParameteri and
GetNamedFramebufferParameteriv."
This commit adds stubs for these entry points.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Mesa's ClearBuffer framework is very complicated and thoroughly married to the
object binding model. Moreover, the OpenGL spec for ClearBuffer is also very
complicated. At some point, we should implement buffer clearing for arbitrary
framebuffer objects, but for now, we will just wrap ClearBuffer.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Mesa's ClearBuffer framework is very complicated and thoroughly married to the
object binding model. Moreover, the OpenGL spec for ClearBuffer is also very
complicated. At some point, we should implement buffer clearing for arbitrary
framebuffer objects, but for now, we will just wrap ClearBuffer.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Mesa's ClearBuffer framework is very complicated and thoroughly married to the
object binding model. Moreover, the OpenGL spec for ClearBuffer is also very
complicated. At some point, we should implement buffer clearing for arbitrary
framebuffer objects, but for now, we will just wrap ClearBuffer.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Mesa's ClearBuffer framework is very complicated and thoroughly married to the
object binding model. Moreover, the OpenGL spec for ClearBuffer is also very
complicated. At some point, we should implement buffer clearing for arbitrary
framebuffer objects, but for now, we will just wrap ClearBuffer.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Signed-off-by: Fredrik Höglund <[email protected]>
Reviewed-by: Fredrik Höglund <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
Cc: "10.4 10.5" <[email protected]>
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Previously, we used _mesa_update_state to update the currently bound
framebuffers prior to performing a blit. Now that _mesa_blit_framebuffer
uses arbitrary framebuffers, _mesa_update_state is not specific enough.
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
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