[Mesa-dev] [PATCH] Implement HW accelerated GL_SELECT
Micael Dias
kam1kaz3 at gmail.com
Tue Aug 2 09:24:32 PDT 2011
---
src/mesa/SConscript | 1 +
src/mesa/main/mtypes.h | 7 +
src/mesa/sources.mak | 1 +
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 | 475 ++++++++++++++++++++++++++
6 files changed, 517 insertions(+), 5 deletions(-)
create mode 100644 src/mesa/state_tracker/st_draw_select_emul.c
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/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/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 \
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..ea54f22
--- /dev/null
+++ b/src/mesa/state_tracker/st_draw_select_emul.c
@@ -0,0 +1,475 @@
+/**************************************************************************
+ *
+ * Copyright 2011 Micael Dias <kam1kaz3 (at) gmail (dot) com>.
+ * 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.
+ *
+ **************************************************************************/
+
+/**
+ * This file contains code that attempts to accelerate GL_SELECT rendering.
+ * It was created with the intent of solving the following bug:
+ * https://bugs.freedesktop.org/show_bug.cgi?id=34495
+ *
+ * This code is a rewritten version of the patch "GL_SELECT hw support v5"
+ * posted by user Pierre-Eric Pelloux-Prayer in the previously mentioned bug.
+ *
+ * In order to test this code, the env. variable MESA_HW_SELECT should be
+ * exported.
+ */
+
+#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 );
+}
+
--
1.7.6
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