The file(s) within are already picked thanks to the build rule of the
respective test. No need to have the folder in EXTRA_DIST.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
From Section 7.3.1.1 (Naming Active Resources) of the OpenGL 4.5 spec:
"For the property LOCATION_COMPONENT, a single integer indicating the first
component of the location assigned to an active input or output variable is
written to params. For input and output variables with a component specified
by a layout qualifier, the specified component is written. For all other
input and output variables, the value zero is written."
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
I don't think this will do much as it's a compiler error
to use component without location which is already in the
table but its good to be consistent.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
This change checks for component overlap, including handling overlap of
locations and components by doubles. Previously there was no validation
for assigning explicit locations to a location used by the second half
of a double.
V3: simplify handling of doubles and fix double component aliasing
detection
V2: fix component matching for matricies
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Add support for creating images from Android native buffers with dma-buf
fd. As dma-buf support also requires DRI image loader extension, add
that as well.
This is based on several originally patches written by Varad Gautam.
I've collapsed them into logical changes and done a bit of reformatting.
Using dma-bufs vs. GEM handles is now a runtime decision similar to the
wayland EGL instead of being compile time selection. The dma-buf support
is also re-written to use common dri2_create_image_dma_buf function in
egl_dri2.c.
Cc: Varad Gautam <varadgautam@gmail.com>
Cc: Rob Clark <robdclark@gmail.com>
Signed-off-by: Rob Herring <robh@kernel.org>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com>
In preparation to use the same code for dma-bufs, factor out the code to a
separate function.
Signed-off-by: Rob Herring <robh@kernel.org>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com>
Use of __DRI_DRI2_LOADER extension is only supported for card nodes. In
order to support dmabufs, Android will be moving to using render nodes and
we need to disable the DRI2 loader extension.
This is based on the Wayland EGL code.
Cc: Rob Clark <robdclark@gmail.com>
Signed-off-by: Rob Herring <robh@kernel.org>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com>
OpenGL 4.5 Core Profile section 7.1, in the documentation for
CompileShader, says: "Changing the source code of a shader object with
ShaderSource does not change its compile status or the compiled shader
code."
According to Karol Herbst, the game "Divinity: Original Sin - Enhanced
Edition" depends on this odd quirk of the spec.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93551
Signed-off-by: Jamey Sharp <jamey@minilop.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Namely the python script, the ICD header and private headers. We could
get the system version of the ICD ones, although there is no .pc file to
easily locate and/or manage them.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Otherwise we risk picking the possibly outdated file in the source dir
over the fresh one in the builddir.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
It should ease people with all the interaction and platforms and how
they interact (at least from a build POV) with each other.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Similar to earlier commit - move all the common bits into a single
place, thus improving readability and allowing us to see what's missing.
Also don't forget to add the missing bits. This commit should allows us
to build wayland only vulkan ;-)
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Rather than having things split out in multiple places, consolidate it
and add all the missing bits. Also ensure that we use the already built
static library libwayland-drm.la.
v2 Add missing '\' in the CFLAGS.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net> (v1)
... rather than having duplicates files through the sources lists.
Splitting things as is, has the side effect of making things clearer and
easing a potential android build. The latter of which automatically adds
BUILT_SOURCES to the binary.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Recent commit removed the winsys defines from anv_private.h thus
breaking the tests. To fix that and avoid it in the future, merge the
tests makefile in the libvulkan one.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Introduce a static library libvulkan_common.la that is used by
libvukan_intel.la and libvulkan_test.la.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Will allow others to reuse the lists (scons/android anyone ?) and makes
the file a lot shorter and easier to read.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Copy/paste from the rest of mesa, but namely.
- The module should be shared only.
- We don't need the explicit ".so", as the vulkan loader will retrieve
the full filename from the json
- No unresolved symbols in the final binary
- Use the linker garbage collector to slim down the final binary.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>