Code in glx/glxcmds.c which uses the XF86VIDMODE extension is already guarded. Also use
that guard to control inclusion of the xf86vmode.h header, and only enable that guard if the
XF86VIDMODE extension is found by pkgconfig.
This changes the behaviour on platforms which XF86VIDMODE exists, in that XF86VIDMODE used to
be mandatory, but is now optional.
Presumably other build systems are already arranging for -DXF86VIDMODE to be supplied to the
complier when glxcmds.c is compiled, so are not affected by this change
Signed-off-by: Jon TURNEY <jon.turney@dronecode.org.uk>
Nothing direct rendering specific about these fields. Moving them out
makes no-direct-rendering compilation work again.
Signed-off-by: Kristian Høgsberg <krh@bitplanet.net>
This fixes some of the build issues with GLX_INDIRECT_RENDERING but !GLX_DIRECT_RENDERING due to recent changes.
Signed-off-by: Jon TURNEY <jon.turney@dronecode.org.uk>
Signed-off-by: Kristian Høgsberg <krh@bitplanet.net>
The calling order of ->bind and ->unbind changed and then ->unbind would
clear the currentContextTag of the old context before ->bind could reuse
it in the make current request, in the indirect case.
Instead, clear the old currentContextTag if and only if we send a request
to the server to actually unbind it or reassign it to another context.
https://bugs.freedesktop.org/show_bug.cgi?id=29977
Signed-off-by: Jon TURNEY <jon.turney@dronecode.org.uk>
Signed-off-by: Kristian Høgsberg <krh@bitplanet.net>
This was inherently fragile as any changes to r600_states.h would also
need manual updating of all of the bits in radeon.h. Just add a simple
python script to do the conversion, its not hooked up to make at all.
This also will make adding evergreen a bit easier.
nv50 should switch to rules-ng-ng too at some point.
The classic Mesa Nouveau driver also includes a copy of nouveau_class.h,
and should convert to rules-ng-ng too and remove it.
This is the new register generation toolkit in use by nouveau.
As far as I know, this is the best register description toolkit in
existence, and you should use it too for your hardware :)
Thanks to Marcin Kościelnicki for inventing it and performing
invaluable reverse engineering work of nVidia chips.
The old swtnl code was broken by the new shader linkage support for
GLSL.
This is a rewrite of swtnl support, which should instead work properly,
be faster and more closer to the much more tested hardware pipeline.
Intuition != mathematics, so this time I actually worked out the right
formula for first order approximation of perspective interpolation.
Ironically, per quad divide actually makes things slower when compared
with per pixel divide -- probably because the divide hardware unit is
rarely used, whereas the multiply unit is typically already saturated
and the first order approximation imply more multiplications.