All commonly used windows toolchains define wgl entrypoints in the windows
headers, and mesa_wgl.h not only is unnecessary but actually often stands
in the waydue to slight inconsistencies.
So remove it.
This is a port of vec4_visitor::try_rewrite_rhs_to_dst to fs_visitor.
Not only is this technique less invasive and more robust, it also
generates better code. Over and above the previous technique, this
reduced instruction count in shader-db by 0.28% on average and 1.4% in
the best case.
In no case did this technique result in more code than the prior method.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Eric Anholt <eric@anholt.net>
This reverts commit 53c89c67f3, along with
the subsequent this->result = reg_undef additions it required.
Both Eric and I agree that the way he did this is really fragile; if you
forget to add this->result = reg_undef before calling accept(), it may
end up using the same register for two separate things, breaking things
in strange and mysterious ways.
The next commit will port over the new VS backend's method for solving
this problem, which is simpler, less intrusive, and still manages to
avoid MOVs in the common case.
Nothing in Mesa supports color-index textures, and most of the other
infrastructure that could allow such support has already been removed.
This puts the final nail in the coffin.
Also clean out some GL_COLOR_INDEX comments in formats.c.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This came from the "kill it with fire" discussion at XDS 2010.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This continues to allocate texImage->Data as before, so
drivers calling these functions need to use that when present.
Reviewed-by: Brian Paul <brianp@vmware.com>
ctx->Driver.MapTextureImage() / UnmapTextureImage() will be called by
the glTex[Sub]Image(), glGetTexImage() functions, etc. when we're
accessing texture data, and also for software rendering when accessing
texture data.
Reviewed-by: Brian Paul <brianp@vmware.com>
All driver implementations of FreeTextureImageBuffer already check
that Data != NULL and free it. However, this means that we will also
free driver storage if the driver storage wasn't in the form of a Data
pointer.
This was produced by the following semantic patch:
@@
expression C;
expression T;
@@
- if (T->Data) {
- C->Driver.FreeTextureImageBuffer(C, T);
+ C->Driver.FreeTextureImageBuffer(C, T);
- }
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This was produced by sed, except for one hunk in driverfuncs.c where
trailing whitespace was dropped.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
As explained in the thread starting at [0], the internal include style
should be »#include "path/to/header.h"« for non-system includes.
[0]
<http://news.gmane.org/find-root.php?message_id=%3c4E5802BE.6020206%40vmware.com%3e>
Signed-off-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Signed-off-by: Brian Paul <brianp@vmware.com>
As explained in the thread starting at [0], the internal include style
should be »#include "path/to/header.h"« for non-system includes.
[0]
<http://news.gmane.org/find-root.php?message_id=%3c4E5802BE.6020206%40vmware.com%3e>
Signed-off-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Signed-off-by: Brian Paul <brianp@vmware.com>
As explained in the thread starting at [0], the internal include style
should be »#include "path/to/header.h"« for non-system includes.
[0]
<http://news.gmane.org/find-root.php?message_id=%3c4E5802BE.6020206%40vmware.com%3e>
Signed-off-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Signed-off-by: Brian Paul <brianp@vmware.com>
As explained in the thread starting at [0], the internal include style
should be »#include "path/to/header.h"« for non-system includes.
[0]
<http://news.gmane.org/find-root.php?message_id=%3c4E5802BE.6020206%40vmware.com%3e>
Signed-off-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Signed-off-by: Brian Paul <brianp@vmware.com>
As explained in the thread starting at [0], the internal include style
should be »#include "path/to/header.h"« for non-system includes.
[0]
<http://news.gmane.org/find-root.php?message_id=%3c4E5802BE.6020206%40vmware.com%3e>
Signed-off-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Signed-off-by: Brian Paul <brianp@vmware.com>
As explained in the thread starting at [0], the internal include style
should be »#include "path/to/header.h"« for non-system includes.
[0]
<http://news.gmane.org/find-root.php?message_id=%3c4E5802BE.6020206%40vmware.com%3e>
Signed-off-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Signed-off-by: Brian Paul <brianp@vmware.com>
As explained in the thread starting at [0], the internal include style
should be »#include "path/to/header.h"« for non-system includes.
[0]
<http://news.gmane.org/find-root.php?message_id=%3c4E5802BE.6020206%40vmware.com%3e>
Signed-off-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Signed-off-by: Brian Paul <brianp@vmware.com>
As explained in the thread starting at [0], the internal include style
should be »#include "path/to/header.h"« for non-system includes.
[0]
<http://news.gmane.org/find-root.php?message_id=%3c4E5802BE.6020206%40vmware.com%3e>
Signed-off-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Signed-off-by: Brian Paul <brianp@vmware.com>
As explained in the thread starting at [0], the internal include style
should be »#include "path/to/header.h"« for non-system includes.
[0]
<http://news.gmane.org/find-root.php?message_id=%3c4E5802BE.6020206%40vmware.com%3e>
Signed-off-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Signed-off-by: Brian Paul <brianp@vmware.com>
As explained in the thread starting at [0], the internal include style
should be »#include "path/to/header.h"« for non-system includes.
[0]
<http://news.gmane.org/find-root.php?message_id=%3c4E5802BE.6020206%40vmware.com%3e>
Signed-off-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Signed-off-by: Brian Paul <brianp@vmware.com>
As explained in the thread starting at [0], the internal include style
should be »#include "path/to/header.h"« for non-system includes.
[0]
<http://news.gmane.org/find-root.php?message_id=%3c4E5802BE.6020206%40vmware.com%3e>
Signed-off-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Signed-off-by: Brian Paul <brianp@vmware.com>
As explained in the thread starting at [0], the internal include style
should be »#include "path/to/header.h"« for non-system includes.
[0]
<http://news.gmane.org/find-root.php?message_id=%3c4E5802BE.6020206%40vmware.com%3e>
Signed-off-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Signed-off-by: Brian Paul <brianp@vmware.com>
dbec3a5d introduced minor typos, this should fix them.
Signed-off-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Signed-off-by: Brian Paul <brianp@vmware.com>
Add platform_android.c that supports _EGL_PLAFORM_ANDROID. It works
with drm_gralloc, where back buffers of windows are backed by GEM
objects.
In Android a native window has a queue of back buffers allocated by the
server, through drm_gralloc. For each frame, EGL needs to
dequeue the next back buffer
render to the buffer
enqueue the buffer
After enqueuing, the buffer is no longer valid to EGL. A window has no
depth buffer or other aux buffers. They need to be allocated locally by
EGL.
Reviewed-by: Benjamin Franzke <benjaminfranzke@googlemail.com>
Reviewed-by: Chad Versace <chad@chad-versace.us>
[olv: with assorted minor changes, mostly suggested during the review]
Add rgba_masks to dri2_add_config. When it is non-NULL, the DRI config
is accepted only when the offsets and sizes of the its channels match
rgba_mask.
Reviewed-by: Chad Versace <chad@chad-versace.us>