[Mesa-dev] [PATCH] Implement HW accelerated GL_SELECT
Alex Deucher
alexdeucher at gmail.com
Tue Aug 2 08:57:26 PDT 2011
On Tue, Aug 2, 2011 at 9:37 AM, Micael Dias <kam1kaz3 at gmail.com> wrote:
> ---
Might want to mention the relevant bug and Pierre's prior patches for
future reference in case anyone wants to implement it for non-gallium
drivers. It would probably be useful to come up with a piglit test
for this, although I'm not sure how easy it would be to test GL_SELECT
in an automated way.
> src/mesa/main/mtypes.h | 7 +
> src/mesa/state_tracker/st_cb_feedback.c | 21 +-
> src/mesa/state_tracker/st_draw.h | 17 +
> src/mesa/state_tracker/st_draw_select_emul.c | 463 ++++++++++++++++++++++++++
> src/mesa/SConscript | 1 +
> src/mesa/sources.mak | 1 +
> 6 files changed, 505 insertions(+), 5 deletions(-)
> create mode 100644 src/mesa/state_tracker/st_draw_select_emul.c
>
> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
> index b881183..10222d8 100644
> --- a/src/mesa/main/mtypes.h
> +++ b/src/mesa/main/mtypes.h
> @@ -1721,6 +1721,13 @@ struct gl_selection
> GLboolean HitFlag; /**< hit flag */
> GLfloat HitMinZ; /**< minimum hit depth */
> GLfloat HitMaxZ; /**< maximum hit depth */
> + struct gl_selection_emul /* data related to hw accelerated GL_SELECT */
> + {
> + GLboolean hw_unsupported;
> + struct gl_framebuffer *fbo;
> + GLuint renderBuffer_depth;
> + GLuint renderBuffer_color;
> + } emul;
> };
>
>
> diff --git a/src/mesa/state_tracker/st_cb_feedback.c b/src/mesa/state_tracker/st_cb_feedback.c
> index 9b85a39..9382895 100644
> --- a/src/mesa/state_tracker/st_cb_feedback.c
> +++ b/src/mesa/state_tracker/st_cb_feedback.c
> @@ -276,17 +276,28 @@ st_RenderMode(struct gl_context *ctx, GLenum newMode )
> {
> struct st_context *st = st_context(ctx);
> struct draw_context *draw = st->draw;
> + bool hw_acc_path = _mesa_getenv("MESA_HW_SELECT") && !ctx->Select.emul.hw_unsupported;
>
> if (newMode == GL_RENDER) {
> /* restore normal VBO draw function */
> vbo_set_draw_func(ctx, st_draw_vbo);
> }
> else if (newMode == GL_SELECT) {
> - if (!st->selection_stage)
> - st->selection_stage = draw_glselect_stage(ctx, draw);
> - draw_set_rasterize_stage(draw, st->selection_stage);
> - /* Plug in new vbo draw function */
> - vbo_set_draw_func(ctx, st_feedback_draw_vbo);
> + if (hw_acc_path) {
> + if (st_select_emul_begin(ctx)) {
> + vbo_set_draw_func(ctx, st_select_draw_func);
> + }
> + else {
> + hw_acc_path = false;
> + }
> + }
> + if (!hw_acc_path) {
> + if (!st->selection_stage)
> + st->selection_stage = draw_glselect_stage(ctx, draw);
> + draw_set_rasterize_stage(draw, st->selection_stage);
> + /* Plug in new vbo draw function */
> + vbo_set_draw_func(ctx, st_feedback_draw_vbo);
> + }
> }
> else {
> if (!st->feedback_stage)
> diff --git a/src/mesa/state_tracker/st_draw.h b/src/mesa/state_tracker/st_draw.h
> index a7b50ce..d27e321 100644
> --- a/src/mesa/state_tracker/st_draw.h
> +++ b/src/mesa/state_tracker/st_draw.h
> @@ -87,5 +87,22 @@ pointer_to_offset(const void *ptr)
> return (unsigned) (((unsigned long) ptr) & 0xffffffffUL);
> }
>
> +/* Functions used by the hw accelerated GL_SELECT emulator
> + */
> +extern bool
> +st_select_emul_begin(struct gl_context *ctx);
> +
> +extern void
> +st_select_emul_end(struct gl_context *ctx);
> +
> +extern void
> +st_select_draw_func(struct gl_context *ctx,
> + const struct gl_client_array **arrays,
> + const struct _mesa_prim *prims,
> + GLuint nr_prims,
> + const struct _mesa_index_buffer *ib,
> + GLboolean index_bounds_valid,
> + GLuint min_index,
> + GLuint max_index);
>
> #endif
> diff --git a/src/mesa/state_tracker/st_draw_select_emul.c b/src/mesa/state_tracker/st_draw_select_emul.c
> new file mode 100644
> index 0000000..78065dd
> --- /dev/null
> +++ b/src/mesa/state_tracker/st_draw_select_emul.c
> @@ -0,0 +1,463 @@
> +/**************************************************************************
> + *
> + * Copyright xxxxxxxxxxxxxxxx.
Fix up the copyright.
> + * All Rights Reserved.
> + *
> + * Permission is hereby granted, free of charge, to any person obtaining a
> + * copy of this software and associated documentation files (the
> + * "Software"), to deal in the Software without restriction, including
> + * without limitation the rights to use, copy, modify, merge, publish,
> + * distribute, sub license, and/or sell copies of the Software, and to
> + * permit persons to whom the Software is furnished to do so, subject to
> + * the following conditions:
> + *
> + * The above copyright notice and this permission notice (including the
> + * next paragraph) shall be included in all copies or substantial portions
> + * of the Software.
> + *
> + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
> + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
> + * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
> + * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
> + * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
> + * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
> + * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
> + *
> + **************************************************************************/
> +
> +#include "main/imports.h"
> +#include "main/image.h"
> +#include "main/macros.h"
> +#include "main/mfeatures.h"
> +#include "main/hash.h"
> +
> +#include "main/context.h"
> +#include "main/enable.h"
> +#include "main/fbobject.h"
> +#include "main/depth.h"
> +#include "main/state.h"
> +#include "main/scissor.h"
> +#include "main/viewport.h"
> +#include "main/framebuffer.h"
> +#include "main/feedback.h"
> +
> +#include "vbo/vbo.h"
> +
> +#include "st_context.h"
> +#include "st_atom.h"
> +#include "st_cb_bufferobjects.h"
> +#include "st_draw.h"
> +#include "st_program.h"
> +#include "st_texture.h"
> +#include "st_cb_readpixels.h"
> +
> +#include "pipe/p_context.h"
> +#include "pipe/p_defines.h"
> +#include "pipe/p_state.h"
> +#include "pipe/p_format.h"
> +#include "util/u_inlines.h"
> +
> +#include "draw/draw_private.h"
> +#include "draw/draw_context.h"
> +
> +bool
> +st_select_emul_create_fbo(struct gl_context *ctx);
> +
> +void
> +st_select_emul_destroy_fbo(struct gl_context *ctx);
> +
> +void
> +st_select_emul_check_begin_texture_render(struct gl_context *ctx, struct gl_framebuffer *fb);
> +
> +void
> +st_select_emul_check_end_texture_render(struct gl_context *ctx, struct gl_framebuffer *fb);
> +
> +void
> +st_select_emul_clear_fbo(struct gl_context *ctx);
> +
> +void
> +st_select_emul_update_hits(struct gl_context *ctx);
> +
> +/**
> + * Check if any of the attachments of the given framebuffer are textures
> + * (render to texture). Call ctx->Driver.RenderTexture() for such
> + * attachments.
> + */
> +void
> +st_select_emul_check_begin_texture_render(struct gl_context *ctx, struct gl_framebuffer *fb)
> +{
> + GLuint i;
> + ASSERT(ctx->Driver.RenderTexture);
> +
> + if (fb==0)
> + return; /* can't render to texture with winsys framebuffers */
> +
> + for (i = 0; i < BUFFER_COUNT; i++) {
> + struct gl_renderbuffer_attachment *att = fb->Attachment + i;
> + if (att->Texture && _mesa_get_attachment_teximage(att)) {
> + ctx->Driver.RenderTexture(ctx, fb, att);
> + }
> + }
> +}
> +
> +
> +/**
> + * Examine all the framebuffer's attachments to see if any are textures.
> + * If so, call ctx->Driver.FinishRenderTexture() for each texture to
> + * notify the device driver that the texture image may have changed.
> + */
> +void
> +st_select_emul_check_end_texture_render(struct gl_context *ctx, struct gl_framebuffer *fb)
> +{
> + if (fb==0)
> + return; /* can't render to texture with winsys framebuffers */
> +
> + if (ctx->Driver.FinishRenderTexture) {
> + GLuint i;
> + for (i = 0; i < BUFFER_COUNT; i++) {
> + struct gl_renderbuffer_attachment *att = fb->Attachment + i;
> + if (att->Texture && att->Renderbuffer) {
> + ctx->Driver.FinishRenderTexture(ctx, att);
> + }
> + }
> + }
> +}
> +
> +/**
> + * Create and setup FBO needed for our operations
> + */
> +bool
> +st_select_emul_create_fbo(struct gl_context *ctx)
> +{
> + GLuint fboName;
> +
> + /* make sure we don't leak memory */
> + st_select_emul_destroy_fbo(ctx);
> +
> + /* create buffer names */
> + _mesa_GenFramebuffersEXT(1, &fboName);
> + _mesa_GenRenderbuffersEXT(1, &ctx->Select.emul.renderBuffer_depth);
> + _mesa_GenRenderbuffersEXT(1, &ctx->Select.emul.renderBuffer_color);
> +
> + /* allocate buffers' memory */
> + _mesa_BindFramebufferEXT(GL_FRAMEBUFFER, fboName);
> + _mesa_BindRenderbufferEXT(GL_RENDERBUFFER, ctx->Select.emul.renderBuffer_depth);
> + _mesa_RenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, 2, 1);
> + _mesa_BindRenderbufferEXT(GL_RENDERBUFFER, ctx->Select.emul.renderBuffer_color);
> + _mesa_RenderbufferStorageEXT(GL_RENDERBUFFER, GL_RGBA, 2, 1);
> + _mesa_BindRenderbufferEXT(GL_RENDERBUFFER, 0);
> +
> + /* setup fbo */
> + _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, ctx->Select.emul.renderBuffer_depth);
> + _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, ctx->Select.emul.renderBuffer_color);
> +
> + if( _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE )
> + return false;
> +
> + _mesa_BindFramebufferEXT(GL_FRAMEBUFFER, 0);
> +
> + /* get fbo pointer */
> + ctx->Select.emul.fbo = _mesa_lookup_framebuffer(ctx, fboName);
> +
> + return true;
> +}
> +
> +/**
> + * Clean up data
> + */
> +void
> +st_select_emul_destroy_fbo(struct gl_context *ctx)
> +{
> + if( ctx->Select.emul.renderBuffer_color ) {
> + _mesa_DeleteRenderbuffersEXT( 1, &ctx->Select.emul.renderBuffer_color );
> + ctx->Select.emul.renderBuffer_color = 0;
> + }
> + if( ctx->Select.emul.renderBuffer_depth ) {
> + _mesa_DeleteRenderbuffersEXT( 1, &ctx->Select.emul.renderBuffer_depth );
> + ctx->Select.emul.renderBuffer_depth = 0;
> + }
> + if( ctx->Select.emul.fbo ) {
> + _mesa_DeleteFramebuffersEXT( 1, &ctx->Select.emul.fbo->Name );
> + _mesa_reference_framebuffer( &ctx->Select.emul.fbo, NULL );
> + }
> +}
> +
> +/**
> + * Called when entering GL_SELECT mode.
> + * This function initializes our private data and clears
> + * depth so that the next draw call will have it ready.
> + */
> +bool
> +st_select_emul_begin(struct gl_context *ctx)
> +{
> + /* TODO: Check for hardware support and fill
> + ctx->Select.emul.hw_unsupported accordingly */
> +
> + /* initialize fbo if not yet initialized */
> + if (!ctx->Select.emul.fbo) {
> + if (!st_select_emul_create_fbo(ctx)) {
> + return false;
> + }
> + }
> +
> + /* clear FBO */
> + st_select_emul_clear_fbo(ctx);
> +
> + return true;
> +}
> +
> +void
> +st_select_emul_end(struct gl_context *ctx)
> +{
> + st_select_emul_destroy_fbo(ctx);
> +}
> +
> +/**
> + * Helper function to change depth state
> + */
> +static void
> +select_change_depth_state(struct gl_context *ctx, GLenum func, GLboolean mask, GLboolean test) {
> + /* depth function */
> + if (ctx->Depth.Func != func) {
> + ctx->NewState |= _NEW_DEPTH;
> + ctx->Depth.Func = func;
> +
> + if (ctx->Driver.DepthFunc)
> + ctx->Driver.DepthFunc( ctx, func );
> + }
> +
> + /* depth mask */
> + if (ctx->Depth.Mask != mask) {
> + ctx->NewState |= _NEW_DEPTH;
> + ctx->Depth.Mask = mask;
> +
> + if (ctx->Driver.DepthMask)
> + ctx->Driver.DepthMask( ctx, mask );
> + }
> +
> + /* depth test */
> + if (ctx->Depth.Test != test) {
> + ctx->NewState |= _NEW_DEPTH;
> + ctx->Depth.Test = test;
> + }
> +}
> +
> +/**
> + * Clears the depth values of our FBO by setting the
> + * 1st pixel to 1.0f and the 2nd to 0.0f
> + */
> +void
> +st_select_emul_clear_fbo(struct gl_context *ctx)
> +{
> + struct gl_scissor_attrib saved_scissor;
> + struct gl_framebuffer *saved_fbo = NULL;
> + GLfloat clearDepth;
> +
> + /* save states */
> + memcpy(&saved_scissor, &ctx->Scissor, sizeof(struct gl_scissor_attrib));
> + if (ctx->DrawBuffer) {
> + _mesa_reference_framebuffer( &saved_fbo, ctx->DrawBuffer );
> + }
> + clearDepth = ctx->Depth.Clear;
> +
> + /* hack needed because Clear does nothing if render mode != GL_RENDER */
> + ctx->RenderMode = GL_RENDER;
> +
> + /* disable old draw fbo */
> + if (saved_fbo)
> + {
> + /* XXX: needs flushing? */
> + st_select_emul_check_end_texture_render(ctx, saved_fbo);
> + }
> +
> + /* use our fbo */
> + st_select_emul_check_begin_texture_render(ctx, ctx->Select.emul.fbo);
> + _mesa_reference_framebuffer(&ctx->DrawBuffer, ctx->Select.emul.fbo);
> +
> + /* update fbo */
> + _mesa_update_framebuffer( ctx );
> +
> + /* enable scissor */
> + ctx->Scissor.Enabled = GL_TRUE;
> +
> + /* clear min-Z */
> + ctx->Scissor.X = 0;
> + ctx->Scissor.Y = 0;
> + ctx->Scissor.Width = 1;
> + ctx->Scissor.Height = 1;
> + ctx->Depth.Clear = 1.0f;
> + if (ctx->Driver.ClearDepth)
> + (*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear );
> + ctx->NewState |= _NEW_SCISSOR | _NEW_DEPTH | _NEW_BUFFERS;
> + _mesa_update_state( ctx );
> + ctx->Driver.Clear(ctx, BUFFER_BIT_DEPTH);
> +
> + /* clear max-Z */
> + ctx->Scissor.X = 1;
> + ctx->Scissor.Y = 0;
> + ctx->Scissor.Width = 1;
> + ctx->Scissor.Height = 1;
> + ctx->Depth.Clear = 0.0f;
> + if (ctx->Driver.ClearDepth)
> + (*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear );
> + ctx->NewState |= _NEW_SCISSOR | _NEW_DEPTH;
> + _mesa_update_state( ctx );
> + ctx->Driver.Clear(ctx, BUFFER_BIT_DEPTH);
> +
> + /* restore states */
> + st_select_emul_check_end_texture_render(ctx, ctx->Select.emul.fbo);
> + if (saved_fbo) {
> + st_select_emul_check_begin_texture_render(ctx, saved_fbo);
> + _mesa_reference_framebuffer(&ctx->DrawBuffer, saved_fbo);
> + _mesa_reference_framebuffer(&saved_fbo, NULL);
> + }
> + else
> + _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
> +
> + ctx->RenderMode = GL_SELECT;
> + ctx->Depth.Clear = clearDepth;
> + if (ctx->Driver.ClearDepth)
> + (*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear );
> + memcpy(&ctx->Scissor, &saved_scissor, sizeof(struct gl_scissor_attrib));
> + ctx->NewState |= _NEW_SCISSOR | _NEW_DEPTH | _NEW_BUFFERS;
> + _mesa_update_state( ctx );
> +}
> +
> +/**
> + * Plug in draw function to draw in GL_SELECT mode.
> + * This function does the following steps:
> + * 1) render into the 1st pixel of our FBO with depth state
> + * configured so that we get the lowest Z values
> + * 2) render into the 2nd pixel of our FBO with depth state
> + * configured so that we get the highest Z values
> + * 3) calls st_select_emul_update_hits() to emit results
> + */
> +void
> +st_select_draw_func(struct gl_context *ctx,
> + const struct gl_client_array **arrays,
> + const struct _mesa_prim *prims,
> + GLuint nr_prims,
> + const struct _mesa_index_buffer *ib,
> + GLboolean index_bounds_valid,
> + GLuint min_index,
> + GLuint max_index)
> +{
> + struct gl_depthbuffer_attrib saved_depth;
> + struct gl_viewport_attrib saved_viewport;
> + GLboolean saved_scissorEnabled;
> + struct gl_framebuffer *saved_fbo = NULL;
> + struct st_context *st = st_context(ctx);
> + struct pipe_context *pipe = st->pipe;
> + struct pipe_fence_handle *fence;
> +
> + /* save states */
> + if (ctx->DrawBuffer)
> + _mesa_reference_framebuffer(&saved_fbo, ctx->DrawBuffer);
> + memcpy(&saved_depth, &ctx->Depth, sizeof(struct gl_depthbuffer_attrib));
> + memcpy(&saved_viewport, &ctx->Viewport, sizeof(struct gl_viewport_attrib));
> + saved_scissorEnabled = ctx->Scissor.Enabled;
> +
> + /* disable scissor */
> + ctx->Scissor.Enabled = GL_FALSE;
> +
> + /* disable old draw fbo */
> + if (saved_fbo)
> + st_select_emul_check_end_texture_render(ctx, saved_fbo);
> +
> + /* use our fbo */
> + st_select_emul_check_begin_texture_render(ctx, ctx->Select.emul.fbo);
> + _mesa_reference_framebuffer(&ctx->DrawBuffer, ctx->Select.emul.fbo);
> +
> + /* update fbo */
> + _mesa_update_framebuffer( ctx );
> +
> + /* render min-z */
> + select_change_depth_state(ctx, GL_LESS, GL_TRUE, GL_TRUE);
> + _mesa_set_viewport(ctx,
> + 0, 0,
> + 1, 1);
> + _mesa_update_state(ctx);
> + st_draw_vbo(ctx, arrays, prims, nr_prims, ib, index_bounds_valid, min_index, max_index);
> +
> + /* render max-z */
> + select_change_depth_state(ctx, GL_GREATER, GL_TRUE, GL_TRUE);
> + _mesa_set_viewport(ctx,
> + 1, 0,
> + 1, 1);
> + _mesa_update_state(ctx);
> + st_draw_vbo(ctx, arrays, prims, nr_prims, ib, index_bounds_valid, min_index, max_index);
> +
> + /* XXX: needs flushing? */
> +
> + /* restore states */
> + ctx->Scissor.Enabled = saved_scissorEnabled;
> + select_change_depth_state(ctx, saved_depth.Func, saved_depth.Mask, saved_depth.Test);
> + st_select_emul_check_end_texture_render(ctx, ctx->Select.emul.fbo);
> + if (saved_fbo) {
> + st_select_emul_check_begin_texture_render(ctx, saved_fbo);
> + _mesa_reference_framebuffer(&ctx->DrawBuffer, saved_fbo);
> + _mesa_reference_framebuffer(&saved_fbo, NULL);
> + }
> + else
> + _mesa_reference_framebuffer(&ctx->DrawBuffer, NULL);
> + _mesa_set_viewport(ctx, saved_viewport.X, saved_viewport.Y, saved_viewport.Width, saved_viewport.Height);
> + _mesa_update_state(ctx);
> +
> + /* update hits */
> + st_select_emul_update_hits(ctx);
> +}
> +
> +/**
> + * Reads into our FBO and emit z-buffer results
> + * called by st_select_draw_func()
> + */
> +void
> +st_select_emul_update_hits(struct gl_context *ctx)
> +{
> + struct gl_framebuffer *saved_fbo = NULL;
> + float zData[2];
> +
> + /* set state */
> + if (ctx->ReadBuffer) {
> + _mesa_reference_framebuffer(&saved_fbo, ctx->ReadBuffer);
> + st_select_emul_check_end_texture_render(ctx, saved_fbo);
> + }
> + st_select_emul_check_begin_texture_render(ctx, ctx->Select.emul.fbo);
> + _mesa_reference_framebuffer(&ctx->ReadBuffer, ctx->Select.emul.fbo);
> +
> + /* update fbo */
> + _mesa_update_framebuffer( ctx );
> +
> + /* update state */
> + ctx->NewState |= _NEW_BUFFERS;
> + _mesa_update_state( ctx );
> +
> + /* read pixels */
> + ctx->Driver.ReadPixels( ctx, 0, 0, 2, 1,
> + GL_DEPTH_COMPONENT, GL_FLOAT,
> + &ctx->Pack, (void*)zData );
> +
> + /* emit z-buffer results */
> + if (zData[0] != 1.0f)
> + _mesa_update_hitflag( ctx, zData[0] );
> + if (zData[1] != 0.0f)
> + _mesa_update_hitflag( ctx, zData[1] );
> +
> + /* clear FBO */
> + st_select_emul_clear_fbo(ctx);
> +
> + /* restore state */
> + st_select_emul_check_end_texture_render(ctx, ctx->Select.emul.fbo);
> + if (saved_fbo) {
> + st_select_emul_check_begin_texture_render(ctx, saved_fbo);
> + _mesa_reference_framebuffer(&ctx->ReadBuffer, saved_fbo);
> + _mesa_reference_framebuffer(&saved_fbo, NULL);
> + }
> + else
> + _mesa_reference_framebuffer(&ctx->ReadBuffer, NULL);
> +
> + /* update state */
> + ctx->NewState |= _NEW_BUFFERS;
> + _mesa_update_state( ctx );
> +}
> +
> diff --git a/src/mesa/SConscript b/src/mesa/SConscript
> index 24e2155..288b162 100644
> --- a/src/mesa/SConscript
> +++ b/src/mesa/SConscript
> @@ -262,6 +262,7 @@ statetracker_sources = [
> 'state_tracker/st_debug.c',
> 'state_tracker/st_draw.c',
> 'state_tracker/st_draw_feedback.c',
> + 'state_tracker/st_draw_select_emul.c',
> 'state_tracker/st_extensions.c',
> 'state_tracker/st_format.c',
> 'state_tracker/st_gen_mipmap.c',
> diff --git a/src/mesa/sources.mak b/src/mesa/sources.mak
> index 4b2ec08..9af4079 100644
> --- a/src/mesa/sources.mak
> +++ b/src/mesa/sources.mak
> @@ -229,6 +229,7 @@ STATETRACKER_SOURCES = \
> state_tracker/st_debug.c \
> state_tracker/st_draw.c \
> state_tracker/st_draw_feedback.c \
> + state_tracker/st_draw_select_emul.c \
> state_tracker/st_extensions.c \
> state_tracker/st_format.c \
> state_tracker/st_gen_mipmap.c \
> --
> 1.7.6
>
> _______________________________________________
> mesa-dev mailing list
> mesa-dev at lists.freedesktop.org
> http://lists.freedesktop.org/mailman/listinfo/mesa-dev
>
More information about the mesa-dev
mailing list