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APIspec.xml is based on APIspec.txt. The new format has less code
duplications and should be easier to read.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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Build demos that require EGL_MESA_screen_surface, and build egl_i915.so
that supports EGL_MESA_screen_surface.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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This demo requires EGL_MESA_screen_surface to run.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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This demo requires EGL_MESA_screen_surface to run.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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This is done by stopping linking to libmesagallium.a and removing DRI
related stuff. The state tracker an application links to decides the
API supported.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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Fix generation of depend. Link to the dynamic libraries used.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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State trackers like es or vega need to install their libraries.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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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 <olvaffe@gmail.com>
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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 <olvaffe@gmail.com>
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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 <olvaffe@gmail.com>
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The demo programs are written by Brian Paul, and cherry-picked from
opengl-es branch. Several minor issues such as a linking problem are
fixed.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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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 <olvaffe@gmail.com>
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These XMLs define OpenGL ES 1.x and 2.x APIs.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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They are needed by OpenGL ES overlay.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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This allows different sets of generated sources and headers to be used.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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The output of the script is unchanged.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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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 <olvaffe@gmail.com>
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Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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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 <olvaffe@gmail.com>
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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 <olvaffe@gmail.com>
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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 <olvaffe@gmail.com>
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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 <MostAwesomeDude@gmail.com>
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Signed-off-by: Corbin Simpson <MostAwesomeDude@gmail.com>
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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 <MostAwesomeDude@gmail.com>
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Signed-off-by: Corbin Simpson <MostAwesomeDude@gmail.com>
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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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performance optimization
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Signed-off-by: Brian Paul <brianp@vmware.com>
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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 <alexdeucher@gmail.com>
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Signed-off-by: Alex Deucher <alexdeucher@gmail.com>
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Signed-off-by: Brian Paul <brianp@vmware.com>
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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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