The idea of having a single file containing the ToC is not really how
things are done in Sphinx, and kinda makes it harder to structure
documentation more naturally. This was just something I did to mirror
what we used to do for the old HTML-only version of the docs, to ease
the transition and to de-clutter index.rst.
Now that the transition is far behind us, and index.rst is much cleaner,
we can finally start inlining this.
In the long run, I expect most of these to be moved to separate "chapter
articles" that summarize what these topics are, and thus disappear from
here.
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7709>
The rST code here is much more to the point and easy to read if we
define the links as external link-references instead of inlining them.
This will make the next few patches much easier to grok.
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7709>
The features added in each major version is also unlikely the first things
someone wants to know about Mesa. So let's move this into the
versions.rst article.
This documentation is severely out of date anyway, and as it doesn't
seem like anyone is interested in documenting this any more, we should
probably consider driopping versions.rst entirely in the longer run.
But for now, this makes the front-page much more approachable.
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7709>
It turns out, the load_ubo to load_ubo_vec4 implementation isn't quite
enough for us, for a few reasons:
1. We use a single array of uvec4s for our UBOs, and to handle 64-bit
values in UBOs, we need further lowering.
2. The whole vec4 stuff seems a bit hard to reconsile with glsl 4.3
packing as well as PackedDriverUniformStorage.
In addition to the above, this fixes several piglit tests that *aren't*
part of quick_gl, which is what I've been running. So this doesn't even
work correctly right now.
So let's go back to what we had before instead.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3643
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7858>
This used to not be a problem, because these mutexes were the first
members of this array, meaning that we ended up trying to lock/unlock
NULL mutexes. But this isn't guaranteed to be allowed, so we were
relying on luck here.
Recently, this changed. We introduced asserts for NULL-pointers, and
changed the behavior in a way that leads to crashes in release-builds.
This means we can't rely on luck any longer.
Fixes: e317103753 ("c11/threads: Remove Win32 null checks")
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3903
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7853>
Most of these are adding 'static', for functions that are local
to a translation unit but weren't declared static.
There's one instance of a missing include for bringing the prototype
into the translation unit, one function missing a return type (default-int),
and one which added inline to avoid it being considered unused in some sources.
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7780>
Move some stuff from d3d12_context.h to d3d12_compiler.h, and
fix d3d12_compiler.h to not include d3d12_context.h.
This serves two purposes:
1. Putting declarations and definitions where they really belong.
2. Making it so only C++ code needs d3d12.h simplifies the helpers
we need to add to add to support d3d12.h for Linux.
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7780>
This wasn't implemented yet, because we hadn't encountered it yet. But
now it seems we can trigger this, thanks to the nv_copy_depth_to_color
piglit tests.
This makes the test go from crash to fail, which isn't perfect, but it's
better than nothing.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7855>
I don't see why this is needed and it's not used anywhere.
As long as apps don't call glDeleteTextures, nothing will release them.
And even if they do, we don't use the saved textures anywhere.
Also, BindTexture will fail for deleted textures anyway, so they can't be
popped. The existing code already binds the Name that was saved, not
the texture object that was saved.
Reviewed-by: Zoltán Böszörményi <zboszor@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6946>