Age | Commit message (Collapse) | Author |
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Regenerate enums files and GLX indirect.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Conflicts:
src/mesa/main/dd.h
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Conflicts:
docs/relnotes.html
src/gallium/drivers/llvmpipe/lp_tex_sample_c.c
src/gallium/drivers/r300/r300_cs.h
src/mesa/drivers/dri/i965/brw_wm_surface_state.c
src/mesa/main/enums.c
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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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Conflicts:
src/mesa/main/dlist.c
src/mesa/vbo/vbo_save_api.c
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Add a simple version of _mesa_lookup_enum_by_nr() which expects a primitive
enum (GL_POINTS..GL_POLYGON). This avoids some annoying duplicates
when looking up primitives, such as the GL_FALSE/GL_POINTS clash.
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Be clearer that this is the number of generic vertex program/shader
attributes, not counting the legacy attributes (pos, normal, color, etc).
(cherry picked from commit 4a95185c9f30c2de7a03bb1a0653f51b53b1111d)
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Conflicts:
docs/relnotes-7.6.html
progs/tests/Makefile
src/gallium/drivers/softpipe/sp_prim_vbuf.c
src/glx/x11/indirect.c
src/mesa/glapi/Makefile
src/mesa/glapi/dispatch.h
src/mesa/glapi/glapioffsets.h
src/mesa/glapi/glapitable.h
src/mesa/glapi/glapitemp.h
src/mesa/glapi/glprocs.h
src/mesa/main/dlist.c
src/mesa/main/enums.c
src/mesa/sparc/glapi_sparc.S
src/mesa/x86-64/glapi_x86-64.S
src/mesa/x86/glapi_x86.S
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Conflicts:
src/mesa/drivers/dri/i915/i915_tex_layout.c
src/mesa/drivers/dri/i965/brw_wm_glsl.c
src/mesa/drivers/dri/intel/intel_buffer_objects.c
src/mesa/drivers/dri/intel/intel_pixel_bitmap.c
src/mesa/drivers/dri/intel/intel_pixel_draw.c
src/mesa/main/enums.c
src/mesa/main/texstate.c
src/mesa/vbo/vbo_exec_array.c
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Be clearer that this is the number of generic vertex program/shader
attributes, not counting the legacy attributes (pos, normal, color, etc).
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This trims down and cleans up imports.h and glheader.h quite a bit.
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than the python generators
Specifically:
#include "glapitable.h" in src/mesa/main/glapi/dispatch.h
Call _mesa_bsearch() in src/mesa/main/enums.c.
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See bug 18445.
When getting array results, __glXReadReply() always reads a multiple of
four bytes. This can cause writing to invalid memory when 'n' is not a
multiple of four.
Special-case the glAreTexturesResident() functions now.
To fix the bug, we use a temporary buffer that's a multiple of four bytes
in length.
NOTE: this commit also reverts part of commit 919ec22ecf72aa163e1b97d8c7381002131ed32c
(glx/x11: Added some #ifdef GLX_DIRECT_RENDERING protection) which
directly edited the indirect.c file rather than the python generator!
I'm not repairing that issue at this time.
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Since GL_ARB_vertex_buffer_object protocol isn't supported yet, these
changes are innocuous.
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Add entrypoints to glapi XML file and regenerate files.
Implement glStencilOpSeparateATI().
Consolidate some code in stencil.c
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Shadow sampling from texture arrays is still not implemented. Everything
else should be there, though.
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This is because (in glX_API.xml) GetVertexAttribPointerv is aliased to
GetVertexAttribPointervARB which is then aliased to GetVertexAttribPointervNV.
Make GetVertexAttribPointerv alias GetVertexAttribPointervNV directly. Patch
by Ian Romanick <idr@us.ibm.com> and regenerate.
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GL_EXT_framebuffer_blit. Enumerants in the XML schema get the GL_ prefix
added to them automatically. This resulted in things like
"GL_GL_TIME_ELAPSED_EXT" in enums.c.
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and demos are also added.
Adding basic support to drivers should be as easy as just enabling the
extension, though thorough test would also be required.
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New GLint64EXT and GLuint64EXT types (use C99's long long types).
New glGetQueryObject[u]i64vEXT() functions.
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src/mesa/glapi. Basically, the scripts that did simple things (like
gl_offsets.py) were simple, and the scripts that did more complicated things
(like glX_proto_send.py) were getting progressively more and more out of
control. So, I re-write the foundation classes on which everything is based.
One problem with the existing code is that the division between the GL API
database representation and the way the output code is generated was either
blury or nonexistant. The new code somewhat follows the
Model-View-Controller pattern, minus the Controller. There is a distinct
set of classes that model the API data, and there is a distinct set of
classes that generate code from that data.
One big change is in the class that represents GL functions (was glFunction,
is now gl_function). There used to be an instance of this calls for each
function and for each alias to that function. For example, there was an
instance for PointParameterivSGIS, PointParameterivEXT, PointParameterivARB,
and PointParameteriv. In the new code, there is one instance. Each
instance has a list of entrypoint names for the function. In the next
revision, this will allow a couple useful things. The script will be able
to verify that the parameters, return type, and GLX protocol for a function
and all it's aliases match.
It will also allow aliases to be represented in the XML more compactly.
Instead of repeating all the information, an alias can be listed as:
<function name="PointParameterivARB" alias="PointParameterivEXT"/>
Because the data representation was changed, the order that the alias
functions are processed by the scripts also changed. This accounts for at
least 2,700 of the ~3,600 lines of diffs in the generated code.
Most of the remaining ~900 lines of diffs are the result of bugs *fixed* by
the new scripts. The old scripts also generated code with some bugs in it.
These bugs were discovered while the new code was being written.
These changes were discussed on the mesa3d-dev mailing list back at the end
of May:
http://marc.theaimsgroup.com/?t=111714569000004&r=1&w=2
Xorg bug: 3197, 3208
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