- Apr 17, 2017
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Emil Velikov authored
Currently the former controls more than just EGL. With follow-up commits we'll unwind and fix things so that one can build the different drivers with said platform support. Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
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Emil Velikov authored
The configure option is used by more than just EGL and with next commit we'll rename it accordingly. Thus having the check will (and is atm) incorrect. Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
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Emil Velikov authored
Signed-off-by: Emil Velikov <emil.lvelikov@collabora.com> Reviewed-by: Eric Anholt <eric@anholt.net>
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Emil Velikov authored
We are not using either of these. The respecive xcb packages are used instead. v2: Rebase, reword commit message. Signed-off-by: Emil Velikov <emil.velikov@collabora.com> Reviewed-by: Eric Anholt <eric@anholt.net>
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The new interface mostly just sits on top of the existing library. The only change to the existing EGL code is to split the client extension string into platform extensions and everything else. On non-glvnd builds, eglQueryString will just concatenate the two strings. The EGL dispatch stubs are all generated. The script is based on the one used to generate entrypoints in libglvnd itself. v2: [Kyle] - Rebased against master. - Reworked the EGL makefile to use separate libraries - Made the EGL code generation scripts work with Python 2 and 3. - Change gen_egl_dispatch.py to use argparse for the command line arguments. - Assorted formatting and style cleanup in the Python scripts. v3: [Emil Velikov] - Rebase - Remove separate glvnd glx/egl configure toggles Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
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Fixes: efd63e23 ("mesa: Connect the generated GL command marshalling code to the build.") Signed-off-by: Tapani Pälli <tapani.palli@intel.com> Reviewed-by: Plamena Manolova <plamena.manolova@intel.com> Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
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Emil Velikov authored
We should check the presence in order to determine if we should [implicitly] set the CFLAGS/LIBS v2: Drop spurious OMX hunk (Eric) Cc: Eric Anholt <eric@anholt.net> Reported-by: Eric Anholt <eric@anholt.net> Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
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Emil Velikov authored
Earlier commit bumped the requirement for the SWR driver. v2: Fold the note with the LLVM 3.9 one (Tim) Fixes: 3c52a731 ("swr: [configure.ac/scons] require c++14") Signed-off-by: Emil Velikov <emil.velikov@collabora.com> Reviewed-by: Tim Rowley <timothy.o.rowley@intel.com>
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Samuel Pitoiset authored
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Samuel Pitoiset authored
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Kenneth Graunke authored
I accidentally moved the bo->bufmgr dereference above the NULL check when cleaning up this code. While passing NULL to free() is a common pattern...passing NULL to unmap seems pretty bad. You really ought to know whether you have a buffer or not. We don't want to paper over bugs like that. So, just drop the NULL check altogether. CID: 1405006 Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
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Kenneth Graunke authored
Starting positions >= 32 are not part of the header, rather than >. Caught by Coverity, which found that "bits <<= field->start" may shift by 32, which has undefined behavior. CID: 1404968 Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
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Kenneth Graunke authored
If ret is 0, we return. If ret is not 0, we return. This is dead. CID: 1405013 (Structurally dead code (UNREACHABLE)) Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Fixes the following build error: external/mesa/src/amd/addrlib/gfx9/gfx9addrlib.cpp:36:10: fatal error: 'gfx9_gb_reg.h' file not found ^ 1 error generated. Fixes: 7f160efc "amd/addrlib: import gfx9 support" Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com> Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
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Faith Ekstrand authored
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
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- Apr 16, 2017
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Marek Olšák authored
This hides the overhead of everything in the driver after the CS flush and before returning from pipe_context::flush. Only microbenchmarks will benefit. +2% FPS for glxgears. Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Marek Olšák authored
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Marek Olšák authored
cleanup Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Marek Olšák authored
The VS state sets it. Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Marek Olšák authored
Not possible with GL and it will make future gallium rework easier. (also it's something I wouldn't like to support) Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Marek Olšák authored
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Marek Olšák authored
because the compression is skipped with non-dirty textures. Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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- Apr 15, 2017
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Bas Nieuwenhuizen authored
For the next time I forget. Signed-off-by: Bas Nieuwenhuizen <basni@google.com> Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
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Timothy Arceri authored
This moves the hashing of shader source for the cache lookup to before the preprocessor. In our experience, shaders are unlikely to hash the same after preprocessing if they didn't hash the same before, so we can skip preprocessing for cache hits. Improves Deus Ex start-up times with a warm cache from ~30 seconds to ~22 seconds. Also fixes the leaking of state. V2: fix indentation v3: add the value of MESA_EXTENSION_OVERRIDE to the hash of the shader. Tested-by (v2): Grazvydas Ignotas <notasas@gmail.com> Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de> Reviewed-by: Eric Anholt <eric@anholt.net>
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Timothy Arceri authored
Due to a max limit of 65,536 entries on the index table that we use to decide if we can skip compiling individual shaders, it is very likely we will have collisions. To avoid doing too much work when the linked program may be in the cache this patch delays calling the optimisations until link time. Improves cold cache start-up times on Deus Ex by ~20 seconds. When deleting the cache index to simulate a worst case scenario of collisions in the index, warm cache start-up time improves by ~45 seconds. V2: fix indentation, make sure to call optimisations on cache fallback, make sure optimisations get called for XFB. Tested-by: Grazvydas Ignotas <notasas@gmail.com> Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de> Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Faith Ekstrand authored
This prevents a user from using a cache created on one hardware generation on a different one. Of course, with Intel hardware, this requires moving their drive from one machine to another but it's still possible and we should prevent it. Reviewed-by: Chad Versace <chadversary@chromium.org> Cc: mesa-stable@lists.freedesktop.org
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- Apr 14, 2017
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This adds native fence fd support to etnaviv, similarly to commit 0b98e84e ("freedreno: native fence fd"), enabled for kernel driver version 1.1 or later. Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de> Reviewed-By: Wladimir J. van der Laan <laanwj@gmail.com> Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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Francisco Jerez authored
v2 (Andreas Boll): - Mark GL 4.1 as supported by i965/gen7+ - Mark GL_ARB_shader_precision as supported by i965/gen7+ - Update release notes Reviewed-by: Andreas Boll <andreas.boll.dev@gmail.com> Reviewed-by: Francisco Jerez <currojerez@riseup.net>
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Reviewed-by: Andreas Boll <andreas.boll.dev@gmail.com> Reviewed-by: Francisco Jerez <currojerez@riseup.net>
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Reviewed-by: Andreas Boll <andreas.boll.dev@gmail.com> Reviewed-by: Francisco Jerez <currojerez@riseup.net>
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Reviewed-by: Andreas Boll <andreas.boll.dev@gmail.com> Reviewed-by: Francisco Jerez <currojerez@riseup.net>
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George Kyriazis authored
Use GALLIUM_SWR to standardize Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
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This patch adds support for the SINGLE_BUFFER feature on GC3000 GPUs, which allows rendering to a single buffer using multiple pixel pipes. This feature is always used when it is available, which means that multi-tiled formats are no longer being used in that case, and all buffers will be normal (super)tiled. This mimics the behavior of the blob on GC3000. - Because the same format can be used to render to and texture from, this avoids an extra resolve pass when rendering to texture. - i.MX6qp includes a PRE which can scan-out directly from tiled formats, avoiding untiling overhead. Signed-off-by: Wladimir J. van der Laan <laanwj@gmail.com> Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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Update to etna_viv commit 8486a97. austriancoder: changed patch to include isa redefinition fix. Signed-off-by: Wladimir J. van der Laan <laanwj@gmail.com> Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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Request chipMinorFeatures bitfields 4 and 5 from the drm driver. Signed-off-by: Wladimir J. van der Laan <laanwj@gmail.com> Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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When passing render buffers from EGL clients to a wayland compositor, the resource tile status must be resolved because otherwise the tile status is lost in the transfer and cleared parts of the buffer will contain old contents. The same applies when sampling directly from a renderable resource. lst: Add seqno tracking, to skip flush when not needed. Fixes: aadcb5e94b35 ("etnaviv: enable TS, but disable autodisable") Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de> Signed-off-by: Lucas Stach <l.stach@pengutronix.de> Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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Before resolving a resource into its scanout prime buffer, check that the prime resource is actually older. If it is not, the resolve is an expensive no-op, and we better skip it. Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de> Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
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George Kyriazis authored
Add polygon stipple functionality to the fragment shader. Explicitly turn off polygon stipple for lines and points, since we do them using tris. Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
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Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com> Acked-by: Francisco Jerez <currojerez@riseup.net>
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Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com> Acked-by: Francisco Jerez <currojerez@riseup.net>
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