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>
v2: Actually implement interop between the gallium
state tracker and the VDPAU backend.
v3: Make it also available in non legacy contexts,
fix video buffer sharing.
v4: deny interop if we don't have the same screen object
v5: rebased on upstream changes
v6: implemented VDPAUGetSurfaceivNV, improved error handling,
unregister all surfaces in VDPAUFiniNV
v7: squash merge with Mareks changes
Signed-off-by: Christian König <christian.koenig@amd.com>
This 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. Counters are also
organized into groups.
Applications create "performance monitor" objects, select the counters
they want to track, and Begin/End monitoring, much like OpenGL's query
API. Multiple monitors can be in flight simultaneously.
v2: Pass ctx to all driver hooks (suggested by Christoph), and attempt
to fix overallocation of bitsets (caught by Christoph). Incomplete.
v3: Significantly rework core data structures. Store counters in groups
rather than in a global list. Use their array index in the group's
counter list as the ID rather than trying to store a globally unique
counter ID. Use bitsets for active counters within a group, and
also track which groups are active so that's easy to query.
v4: Remove _mesa_ prefix on static functions; detect out of memory
conditions in new_performance_monitor(); make BeginPerfMonitor hook
return a boolean rather than setting m->Active or raising an error.
Switch to GLuint/unsigned for NumGroups, NumCounters, and
MaxActiveCounters (which also means switching a bunch of temporary
variable types). All suggested by Brian Paul. Also, remove
commented out code at the bottom of the block. Finally, fix the
dispatch sanity test (noticed by Ian Romanick).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com> [v3]
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Remove all the glDraw* functions from the GLvertexformat structure.
The point of that dispatch struct is to handle all the functions which
dispatch differently depending on whether we're inside glBegin/End.
glDraw* are never allowed inside glBegin/End so we can remove those
entries.
This simplifies the code paths and gets rid of quite a bit of code.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Make sure drivers initialize the version before:
* _mesa_initialize_exec_table is called
* _mesa_initialize_exec_table_vbo is called
* A context is made current
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
In glapi/gl_genexec.py:
* Remove _mesa_alloc_dispatch_table call
In glapi/gl_genexec.py and api_exec.h:
* Rename _mesa_create_exec_table to _mesa_initialize_exec_table
In context.c:
* Call _mesa_alloc_dispatch_table instead of _mesa_create_exec_table
* Call _mesa_initialize_exec_table (this is temporary)
Once all drivers have been modified to call
_mesa_initialize_exec_table, then the call to
_mesa_initialize_context can be removed from context.c.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This should help avoid confusion now that we're using the gl_api enum
to distinguishing between core and compatibility API's. The
corresponding enum value for core API's is API_OPENGL_CORE.
Acked-by: Eric Anholt <eric@anholt.net>
Acked-by: Matt Turner <mattst88@gmail.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Previously, we used these XML annotations to make the code generation
scripts aware of any instances where the Mesa implementation of a
function had a prefix other than "_mesa_". Now that all of the mesa
implementation functions have been renamed to match the XML, we only
need to handle exec="skip", exec="dynamic", and the default case of
exec="mesa".
Acked-by: Brian Paul <brianp@vmware.com>
Previously, we used the mesa_name XML attribute to make the code
generation scripts aware of any instances where the Mesa
implementation of a function had a different function name suffix than
the primary name in the XML. Now that all of the Mesa implementation
functions have been renamed to match the XML, this attribute is no
longer necessary.
Acked-by: Brian Paul <brianp@vmware.com>
This script generates the file api_exec.c, which contains just the
function _mesa_create_exec_table(), based on the XML files in
src/mapi/glapi/gen.
The following XML attributes, in particular, are used:
- "es1" indicates functions that should be available in ES1 contexts.
- "es2" indicates functions that should be available in ES2/ES3
contexts.
- "exec" indicates which Mesa function should be dispatched to. E.g.
if the GL function is glFoo(), then:
- exec="mesa" (the default) dispatches to _mesa_Foo().
- exec="check" dispatches to _check_Foo().
- exec="es" dispatches to _es_Foo().
- exec="loopback" dispatches to loopback_Foo().
- exec="skip" or exec="dynamic" causes this function to be skipped;
either it is not yet supported ("skip"), or its dispatch table
entry will be dynamically populated based on GL state ("dynamic").
- "desktop" indicates functions that should be available in desktop GL
(non-ES) contexts.
- "deprecated" indicates functions that should not be available in
core contexts.
- "mesa_name" indicates functions whose implementation in Mesa has a
different suffix than the corresponding GL function name.
The generated code looks roughly like this (showing just a single
statement in each block for brevity):
struct _glapi_table *
_mesa_create_exec_table(struct gl_context *ctx)
{
struct _glapi_table *exec;
exec = _mesa_alloc_dispatch_table(_gloffset_COUNT);
if (exec == NULL)
return NULL;
if (_mesa_is_desktop_gl(ctx)) {
SET_ActiveProgramEXT(exec, _mesa_ActiveProgramEXT);
/* other functions not shown */
}
if (_mesa_is_desktop_gl(ctx) || _mesa_is_gles3(ctx)) {
SET_BeginQueryARB(exec, _mesa_BeginQueryARB);
/* other functions not shown */
}
if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES) {
SET_GetPointerv(exec, _mesa_GetPointerv);
/* other functions not shown */
}
if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES || ctx->API == API_OPENGLES2) {
SET_ActiveTextureARB(exec, _mesa_ActiveTextureARB);
/* other functions not shown */
}
if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES2) {
SET_AttachShader(exec, _mesa_AttachShader);
/* other functions not shown */
}
if (ctx->API == API_OPENGL) {
SET_Accum(exec, _mesa_Accum);
/* other functions not shown */
}
if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) {
SET_AlphaFunc(exec, _mesa_AlphaFunc);
/* other functions not shown */
}
if (ctx->API == API_OPENGLES) {
SET_AlphaFuncxOES(exec, _es_AlphaFuncx);
/* other functions not shown */
}
return exec;
}
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>