docs/GL3.txt: update status for ARB_compute_shader

since some bits are done in tree, but nobody is working on it anymore.

Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Signed-off-by: Dave Airlie <airlied@redhat.com>
winsys/radeon: Use separate caching buffer managers for VRAM and GTT

Should reduce overhead because the caching buffer manager doesn't need to
consider buffers of the wrong type.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
r600g/radeonsi: Use write-combined CPU mappings of some BOs in GTT

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
mesa: Add the GL_ARB_texture_compression_bptc extension

This adds a boolean in the gl_extensions struct for
GL_ARB_texture_compression_bptc as well as an entry in extension_table.
mesa: Add the format enums for BPTC-compressed images

This adds the following four Mesa image format enums which correspond to the
four BPTC compressed texture formats:

 MESA_FORMAT_BPTC_RGBA_UNORM
 MESA_FORMAT_BPTC_SRGB_ALPHA_UNORM
 MESA_FORMAT_BPTC_RGB_SIGNED_FLOAT
 MESA_FORMAT_BPTC_RGB_UNSIGNED_FLOAT

It also updates the format information functions to handle these and the
corresponding GL enums.
mesa: Add texel fetch functions for BPTC-compressed textures

Adds functions to fetch from any of the four BPTC-compressed formats.
mesa: Add texstore functions for BPTC-compressed textures

This adds compressors for all four of the BPTC compressed-texture formats. For
the RGB and SRGB normalized BPTC textures it works by first compressing each
4x4 block using the existing DXT3 compressor and then converting it to a BPTC
block. The BPTC block loses one bit of information on the green component of
the endpoints and one bit from the alpha values.

The compressor for the two half-float formats is written from scratch and
takes a very simple approach. It always uses mode 3 of the BPTC format and
picks the two endpoints by dividing the texels into those which have more or
less than the average luminance of the block and then calculating an average
color of the texels within each division.

The first approach using DXT3 gives much better results but neither is really
very good. However it's probably not really sensible to try to use BPTC
compression at runtime because for example with the Nvidia compression tool it
can take in the order of an hour to compress a full-screen image. With that in
mind I don't think it's worth having a proper compressor in Mesa and this
approach gives reasonable results for a usage that is basically a corner case.
i965: Enable the GL_ARB_texture_compression_bptc extension

Enables the BPTC extension on Gen>=7 and adds the necessary format mappings to
get the right surface type value.
swrast: Enable GL_ARB_texture_compression_bptc

Enables BPTC texture compression on the software rasterizer.
docs: Update release notes and GL3.txt for GL_ARB_texture_compression_bptc