Age | Commit message (Collapse) | Author |
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Use macros to define the standard typecasts. This saves lots of
typings.
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There are standard typecast functions that are common to most drivers.
They are used to typecast, for example, an _EGLSurface to a
driver-defined type.
This commits define _EGL_DRIVER_STANDARD_TYPECASTS and
_EGL_DRIVER_TYPECAST that should hopefully save some typings for driver
writers.
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This reverts commit 4c31632817a0bde28ad6c9ee8032d838ce4b7bfb.
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Add stdio.h and util/u_inlines.h to native_kms.c.
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nouveau/ dri st / vmware
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changes
fixes nouveau build for me.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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We were misinterpretting GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS previously.
It's the number of texture units for which we need to keep state; not
just the total number of texture units addressable by the vertex shader
plus fragment shader.
Since sw Mesa independently supports 16 texture units in vertex shaders
and 16 texture units in fragment shaders, the max combined units is 32.
Note that the docs for glActiveTexture() indicate the max legal unit is
MAX(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, MAX_TEXTURE_COORDS) - 1.
A new piglit test (texunits.c) tests the various texture unit limits.
I'm pretty sure I've got this all right now, but additional reviews
are welcome...
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These are limited to the number of texture coordinate units.
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Further testing should reveal if any these assertions are hit...
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The cast is not optional in C++.
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That breaks when some of the system headers have C++ code.
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And disable with if (0). Inf/NaN can occur normally during program
execution. Only enable the check code when needed during debugging.
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This should make things easier for drivers wanting to work with a
"subclass" of gl_framebuffer.
The complementary "_mesa_initialize_framebuffer" function is now
called "_mesa_initialize_window_framebuffer" for the sake of
symmetry.
Signed-off-by: Brian Paul <brianp@vmware.com>
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The in-place splitting code wasn't dealing with index buffers at all
(and it was being called from vbo_split_prims for too big index
buffers, causing some occasional corruption).
Additionally, it wasn't taking into account primitives arrays with
non-contiguous indices (e.g. given prim[0].start = 0 and prim[1].start
= max_verts, it would happily call back the driver with (max_index -
min_index) still greater than max_verts, causing infinite recursion).
It still doesn't handle too large indexed vertex buffers: use
vbo_split_copy for that.
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Avoids header when the header was included before.
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Texture derivatives are potentially undefined inside dynamic branches,
so hardwire lod zero in this case. Treating all if/endif and loop
constructs as dynamic branches.
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This is a very informal version number, but there have been enough
changes that a bump is appropriate at this time.
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Compiler can't usually turn x/2.0f into x * 0.5f, though we're happy
with either.
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the first looks like a definite bug, the second I'm not so confident
of but it works.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Rename _eglPreloadFile to _eglLoaderFile, and _eglPreloadFile to
_eglLoaderFile. There are several _eglPreload* functions. The
callbacks do not belong to them and it should be better to give them a
different prefix.
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The driver suffix might be NULL on some platforms. Perform the matching
only when there is a suffix.
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There were some refactorings with the addition of EGL_DRIVERS_PATH.
They made some platform #ifdef's unnecessary.
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Specifically, ignore EGL_DRIVERS_PATH when an application is
setuid/setgid. And ignore EGL_DRIVER when there is a slash in it.
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EGL_DRIVERS_PATH gives a list of colon-separated directories. The given
directories will be searched when preloading drivers.
This is based on Mike Stroyan's patch, which honors the variable in
_eglPreloadDisplayDrivers. It is extended to honor the variable also in
_eglPreloadUserDriver and _eglPreloadDefaultDriver in this version.
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