As far as I can tell, the Intel mesa driver is the only driver in the world
still supporting this legacy extension. If someone wants to do bump
mapping, they can use shaders.
Signed-off-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> [v1]
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz> [v2]
Reviewed-by: Ian Romanick <idr@freedesktop.org> [v3]
This extension is purely GLSL -- there are no new GL API elements.
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Define GLX_USE_APPLEGL, as config/darwin used to, to turn on specific code to
use the applegl direct renderer
Convert src/glx/apple/Makefile to automake
Since the applegl libGL is now built by linking libappleglx into libGL, rather
than by linking selected files into a special libGL:
- Remove duplicate code in apple/glxreply.c and apple/apple_glx.c. This makes
apple/glxreply.c empty, so remove it
- Some indirect rendering code is already guarded by !GLX_USE_APPLEGL, but we
need to add those guards to indirect_glx.c, indirect_init.c (via it's
generator), render2.c and vertarr.c so they don't generate anything
Fix and update various includes
glapi_gentable.c (which is only used on darwin), should be included in shared
glapi as well, to provide _glapi_create_table_from_handle()
Note that neither swrast nor indirect is supported in the APPLEGL path at the
moment, which makes things more complex than they need to be. More untangling
is needed to allow that
v2: Correct apple/Makefile.am for srcdir != builddir
Signed-off-by: Jon TURNEY <jon.turney@dronecode.org.uk>
Reviewed-by: Jeremy Huddleston Sequoia <jeremyhu@apple.com>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com>
Like AMD_performance_monitor, this extension provides an interface for
applications (and OpenGL-based tools) to access GPU performance
counters. Since the exact performance counters available vary between
vendors and hardware generations, the extension provides an API the
application can use to get the names, types, and minimum/maximum
values of all available counters.
Applications create performance queries based on available query
types, and begin/end measurement collection. Multiple queries can be
measuring simultaneously.
v2: Whitespace changes
v3: src/mapi/glapi/gen/gl_API.xml: Also expose the functions to GLES2.
v4: Whitespace changes, static_dispatch="false" for all functions, fix
dispatch_sanity test for GLES2 functions
Signed-off-by: Petri Latvala <petri.latvala@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
I don't know of any applications that actually use it. Now that Mesa
supports GL_ARB_separate_shader_objects in all drivers, this extension
is just cruft.
The entrypoints for the extension remain in the XML. This is done so
that a new libGL will continue to provide dispatch support for old
drivers that try to expose this extension.
Future patches will add OpenGL ES GL_EXT_separate_shader_objects, but
that's a different thing.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Put the -c in the correct place (and match Makefile.am).
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76960
Tested-by: Vinson Lee <vlee@freedesktop.org>
Signed-off-by: José Fonseca <jfonseca@vmware.com>
The OpenGL ES 1.1 conformance tests expect this function to be
statically available form libGLESv1_CM.so. The comment "required for
es1.1" in the XML file should have been a clue.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76926
Reviewed-by: Matt Turner <mattst88@gmail.com>
Tested-by: Lu Hua <huax.lu@intel.com>
This reverts commit 526e49290c.
The original build problem should be fixed by the previous commit.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Brian Paul <brianp@vmware.com>
Tested-by: Lu Hua <huax.lu@intel.com>
Ages ago Chia-I added an ES compatibility flag to several of the various
generator scripts. The intention was to bridge differences between ES
and desktop in Mesa builds without ES. It doesn't appear that it has
ever been used. Recent changes to static_dispatch status of several ES1
functions caused problems in desktop-only, non-shared-glapi builds.
Enabling the ES compatibility mode appears to fix these build problems.
This is kind of a duct tape solution to this problem. As I mentioned in
the cover letter for the series that triggered the build problem, I
would like to make some major changes to the generator architecture and
the XML. The whole point of the proposed architecture changes is to
better handle the differences between desktop GL and ES. I think duct
tape is okay for now.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76869
Tested-by: Brian Paul <brianp@vmware.com>
Tested-by: Lu Hua <huax.lu@intel.com>
Cc: Vinson Lee <vlee@freedesktop.org>
Cc: Chia-I Wu <olv@lunarg.com>
C89 has a fairly short minimum-maximum string length. To support
compilers limited by the C89 limits, this script had a mode where it
would generate a character array instead of a giant string. These were
functionally the same, but the code generated for the character array is
HUGE and difficult to read.
As far as I can tell, nothing in Mesa uses '-m short' any more. The
generated files used to be tracked in revision control, but I think we
stopped using '-m short' when we stopped tracking the generated files.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Brian Paul <brianp@vmware.com>
Tested-by: Lu Hua <huax.lu@intel.com>
Cc: Vinson Lee <vlee@freedesktop.org>
This reverts commit f6e290f80c.
To fix the broken build. The DRI-enabled build seems OK after reverting.
Th non-DRI/gallium build is still suffering from an unrelated issue in
the pipe-loader code.
Functions that are part of OpenGL ES 1.0 or 1.1 should have static
dispatch functions in libGLESv1_CM. This doesn't affect any change yet,
but it will prevent later regressions.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Acked-by: Chad Versace <chad.versace@linux.intel.com>
This prevents the entrypoints from being (incorrectly) advertised by
libGL.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Acked-by: Chad Versace <chad.versace@linux.intel.com>
It looks like these were added accidentally by Paul in commit 1a1db174.
From the commit message and the look of the patch, I think this was just
some sed-job left overs.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
It is quite hard to meet the dependency of the libxml2 python bindings
outside Linux, and in particularly on MacOSX; whereas ElementTree is
part of Python's standard library. ElementTree is more limited than
libxml2: no DTD verification, defaults from DTD, or XInclude support,
but none of these limitations is serious enough to justify using
libxml2.
In fact, it was easier to refactor the code to use ElementTree than to
try to get libxml2 python bindings.
In the process, gl_item_factory class was refactored so that there is
one method for each kind of object to be created, as it simplifies
things substantially.
I confirmed that precisely the same output is generated for GL/GLX/GLES.
v2: Remove m4/ax_python_module.m4 as suggested by Matt Turner.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Use the automake predefined macro over hardcoding mkdir -p everywhere.
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Reviewed-by: Jon TURNEY <jon.turney@dronecode.org.uk>
The GL specs say the parameter is GLuint, not GLhandleARB.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
KHR_debug
Also update dispatch sanity removing ARB_debug_output checks and
removing KHR_debug placeholders as the checks have already been added
V2: Make sure we exit case statements with conditional breaks rather than
just dropping through.
Signed-off-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Brian Paul <brianp@vmware.com>
While the GL_ARB_stencil_texturing extension does not allow the creation
of stencil textures, it does allow shaders to sample stencil values
stored in packed depth/stencil textures.
Specifically, applications can call glTexParameter* with a pname of
GL_DEPTH_STENCIL_TEXTURE_MODE and value of either GL_DEPTH_COMPONENT or
GL_STENCIL_INDEX to select which component they wish to sample. The
default value is GL_DEPTH_COMPONENT (for traditional depth sampling).
Shaders should use an unsigned integer sampler (presumably usampler2D)
to access stencil data. Otherwise, results are undefined. Using shadow
samplers with GL_STENCIL_INDEX selected also is undefined behavior.
This patch creates a new gl_texture_object field, StencilSampling, to
indicate that stencil should be sampled rather than depth. (I chose to
use a boolean since I figured it would be more convenient for drivers.)
It also introduces the [Get]TexParameter code to get and set the value,
and of course the extension plumbing.
v2: Also consider textures incomplete when sampling stencil with
non-NEAREST min/mag filters (caught by Eric Anholt).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
The spec incorrectly used void as return type, when it should have
been GLboolean. This has now been fixed. According to Nvidia, their
implementation always used GLboolean.
Reviewed-by: Christian König <christian.koenig@amd.com>
Nothings implemented yet but glProgramUniform* which are mostly a
copy/paste of the older function glUniform*
I create dedicated pipelineobj.[ch] file that will contains function
related to the "new" pipeline container object.
V2: formatting improvement
V3:
* indentation fix
* Update copyright
* Add a comment on ProgramParameteri already present in another extension
* Remove TODO, will be readded on correct patch
V4 (idr):
* Fix dispatch_sanity unit test
* Make extension string available in core profiles (instead of just
compatibility).
* Trivial reformating
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Define API connections to extension entry points added in previous
commits. Update entry points to use floating point arguments as
required by the extension.
Add get tokens for ARB_viewport_array state.
v2: Include review feedback.
v3 (idr): Fix 'make check'. Add missing Get infrastructure (some was
culled from other pathces).
Signed-off-by: Courtney Goeltzenleuchter <courtney@LunarG.com>
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
And uncomment the relevant lines of the dispatch sanity test.
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
v2: Name image format classes consistently, fix array and 3D teximage
selection with layered = GL_FALSE, make sure that the
user-specified layer is less than the number of texture layers,
add some asserts.
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Add extra null check in auto generated indirect_init.c via
src/mapi/glapi/gen/glX_proto_send.py
Signed-off-by: Juha-Pekka Heikkila <juhapekka.heikkila@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
- add xml file for extension
- add reference in gl_API.xml
- add pointer to device driver function table (dd.h)
- update dispatch_sanity.cpp
Reviewed-by: Brian Paul <brianp@vmware.com>
Stub in glTextureView API call to go with the
glTextureView API xml definition.
Includes dispatch test for glTextureView
Signed-off-by: Courtney Goeltzenleuchter <courtney@LunarG.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
This patch fixes this MinGW build error.
CC glapi_gentable.lo
glapi_gentable.c:47:19: fatal error: dlfcn.h: No such file or directory
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
Based on part of Patch 2 of Christoph Bumiller's ARB_draw_indirect series.
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>