1. 23 Aug, 2018 1 commit
  2. 21 Jun, 2018 1 commit
  3. 29 Mar, 2018 1 commit
  4. 28 Mar, 2017 2 commits
  5. 25 Mar, 2017 1 commit
    • Vinson Lee's avatar
      glsl: Link tests with CLOCK_LIB. · 641f6295
      Vinson Lee authored
      Fix 'make check' linking errors with glibc < 2.17.
        CXXLD  glsl/glsl_test
      glsl/.libs/libglsl.a(libmesautil_la-u_queue.o): In function `u_thread_get_time_nano':
      src/util/../../src/util/u_thread.h:84: undefined reference to `clock_gettime'
      Signed-off-by: Vinson Lee's avatarVinson Lee <vlee@freedesktop.org>
  6. 22 Mar, 2017 1 commit
  7. 10 Mar, 2017 1 commit
  8. 17 Feb, 2017 1 commit
    • Timothy Arceri's avatar
      glsl: add initial implementation of shader cache · 34ca0fce
      Timothy Arceri authored
      This uses disk_cache.c to write out a serialization of various
      state that's required in order to successfully load and use a
      binary written out by a drivers backend, this state is referred to as
      "metadata" throughout the implementation.
      This initial version is intended to work with all stages beside
      This patch is based on the initial work done by Carl.
      V2: extend the file's doxygen comment to cover some of the
      design decisions.
      - skip cache for fixed function shaders
      - add int64 support
      - fix glsl IR program parameter caching/restore and cache the
        parameter values which are used by gallium backends.
      - use new link status enum
      - add compute program support
      Reviewed-by: default avatarNicolai Hähnle <nicolai.haehnle@amd.com>
  9. 20 Jan, 2017 1 commit
  10. 19 Dec, 2016 1 commit
  11. 15 Nov, 2016 1 commit
  12. 10 Nov, 2016 1 commit
  13. 26 Oct, 2016 2 commits
  14. 27 Sep, 2016 1 commit
    • Timothy Arceri's avatar
      glsl: Add initial functions to implement an on-disk cache · 87ab26b2
      Timothy Arceri authored
      This code provides for an on-disk cache of objects. Objects are stored
      and retrieved via names that are arbitrary 20-byte sequences,
      (intended to be SHA-1 hashes of something identifying for the
      content). The directory used for the cache can be specified by means
      of environment variables in the following priority order:
      By default the cache will be limited to a maximum size of 1GB. The
      environment variable:
      can be set (at the time of GL context creation) to choose some other
      size. This variable is a number that can optionally be followed by
      'K', 'M', or 'G' to select a size in kilobytes, megabytes, or
      gigabytes. By default, an unadorned value will be interpreted as
      The cache will be entirely disabled at runtime if the variable
      MESA_GLSL_CACHE_DISABLE is set at the time of GL context creation.
      Many thanks to Kristian Høgsberg <krh@bitplanet.net> for the initial
      implementation of code that led to this patch. In particular, the idea
      of using an mmapped file, (indexed by a portion of the SHA-1), for the
      efficent implementation of cache_has_key was entirely his
      idea. Kristian also provided some very helpful advice in discussions
      regarding various race conditions to be avoided in this code.
      Signed-off-by: default avatarTimothy Arceri <timothy.arceri@collabora.com>
      Reviewed-by: Eric Anholt's avatarEric Anholt <eric@anholt.net>
  15. 30 Aug, 2016 3 commits
  16. 17 Aug, 2016 1 commit
  17. 26 May, 2016 1 commit
  18. 25 May, 2016 1 commit
  19. 11 Apr, 2016 3 commits
  20. 26 Mar, 2016 1 commit
  21. 10 Feb, 2016 1 commit
  22. 04 Feb, 2016 1 commit
  23. 26 Jan, 2016 4 commits
  24. 09 Aug, 2014 1 commit
    • Eric Anholt's avatar
      vc4: Initial skeleton driver import. · 1850d0a1
      Eric Anholt authored
      This mostly just takes every draw call and turns it into a sequence of
      commands that clear the FBO and draw a single shaded triangle to it,
      regardless of the actual input vertices or shaders.  I copied the initial
      driver skeleton mostly from freedreno, and I've preserved Rob Clark's
      copyright for those.  I also based my initial hardcoded shaders and
      command lists on Scott Mansell (phire)'s "hackdriver" project, though the
      bit patterns of the shaders emitted end up being different.
      v2: Rebase on gallium megadrivers changes.
      v3: Rebase on PIPE_SHADER_CAP_MAX_CONSTS change.
      v4: Rely on simpenrose actually being installed when building for
      v5: Add more header duplicate-include guards.
      v6: Apply Emil's review (protection against vc4 sim and ilo at the same
          time, and dropping the dricommon drm bits) and fix a copyright header
          (thanks, Roland)
  25. 15 Apr, 2013 1 commit
  26. 29 Feb, 2012 1 commit
  27. 30 Jan, 2012 1 commit
  28. 27 Jan, 2012 1 commit
  29. 20 Aug, 2011 3 commits
    • Chia-I Wu's avatar
      android: build android sw winsys · 15576344
      Chia-I Wu authored
      This builds the static library libmesa_winsys_sw_android from winsys/sw.
    • Chia-I Wu's avatar
      android: build gallium auxiliaries · 688db6e8
      Chia-I Wu authored
      This builds the static library libmesa_gallium from gallium auxiliaries.
    • Chia-I Wu's avatar
      android: build libGLES_mesa · c9b21d98
      Chia-I Wu authored
      This is the first step to integrate Mesa into Android(-x86) build
      system.  You can git clone mesa under the external/ directory of Android
      source tree and build Android with
       $ make BOARD_GPU_DRIVERS=swrast
      It will build libGLES_mesa that will be loaded by Android runtime.
      libGLES_mesa is still a stub in this commit.