Commit Graph

106 Commits

Author SHA1 Message Date
Zhigang Gong
4c27ca4700 gles2: Fixed the compilation problem and some bugs.
Previous patch doesn't set the offset to zero for GLESv2
path. Now fix it.

This patch also fix a minor problem in pixmap uploading
preparation. If the revert is not REVERT_NORMAL, then we
don't need to prepare a fbo for it. As current mesa i965
gles2 driver doesn't support to set a A8 texture as a fbo
target, we must fix this problem. As some A1/A8 picture
need to be uploaded, this is the only place a A8 texture
may be attached to a fbo.

This patch also enable the shader gradient for GLESv2.
The reason we disable it before is that some glsl linker
doesn't support link different objects which have cross
reference. Now we don't have that problem.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:53 -08:00
Michel Dänzer
006fe0e66d Stream vertex data to VBOs.
Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:53 -08:00
Michel D=C3=A4nzer
551ca11c77 Fix translation of clip region for composite fallback.
Fixes incorrectly clipped rendering. E.g. the cursor in Evolution
composer windows became invisible.

Signed-off-by: Michel Daenzer <michel.daenzer@amd.com>
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:53 -08:00
Zhigang Gong
32a7438bf7 glamor_copyarea: Use blitcopy if current state is not render.
Practically, for pure 2D blit, the blit copy is much faster
than textured copy. For the x11perf copywinwin100, it's about
3x faster. But if we have heavy rendering/compositing, then use
textured copy will get much better (>30%)performance for most
of the cases.

So we simply add a data element to track current state. For
rendering state we use textured copy, otherwise, we use blit
copy.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:53 -08:00
Zhigang Gong
3873d412f0 glamor_render: Don't allocate buffer for vbo each time.
We can reuse the last one if the last one is big enough
to contain current vertext data. In the meantime, Use
MapBufferRange instead of MapBuffer.

Testing shows, this patch brings some benefit for
aa10text/rgb10text. Not too much, but indeed faster.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:52 -08:00
Zhigang Gong
37d4022f01 glamor_render: Optimize the two pass ca rendering.
For the componentAlpha with PictOpOver, we use two pass
rendering to implement it. Previous implementation call
two times the glamor_composite_... independently which is
very inefficient. Now we change the control flow, and do
the two pass internally and avoid duplicate works.

For the x11perf -rgb10text, this optimization can get about
30% improvement.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:52 -08:00
Zhigang Gong
21916cf84f glamor_composite_glyph: Optimize glyphs with non-solid pattern.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:52 -08:00
Zhigang Gong
ea4c22716c glamor_render: Don't fallback when rendering glyphs with OpOver.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:52 -08:00
Zhigang Gong
6ed418d17b gles2_largepixmap: force clip for a non-large pixmap.
One case we need force clip when download/upload a drm_texture
pixmap. Actually, this is only meaningful for testing purpose.
As we may set the max_fbo_size to a very small value, but the
drm texture may exceed this value but the drm texture pixmap
is not largepixmap. This is not a problem with OpenGL. But for
GLES2, we may need to call glamor_es2_pixmap_read_prepare to
create a temporary fbo to do the color conversion. Then we have
to force clip the drm pixmap here to avoid large pixmap handling
at glamor_es2_pixmap_read_prepare.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:52 -08:00
Zhigang Gong
c41d5c79e7 glamor_emit_composite_vert: Optimize to don't do two times vert coping.
We change some macros to put the vert to the vertex buffer
directly when we cacluating it. This way, we can get about
4% performance gain.

This commit also fixed one RepeatPad bug, when we RepeatPad
a not eaxct size fbo. We need to calculate the edge. The edge
should be 1.0 - half point, not 1.0.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:52 -08:00
Junyan He
5f1560c84a Modilfy the composite logic to two phases
We seperate the composite to two phases, firstly to
 select the shader according to source type and logic
 op, setting the right parameters. Then we emit the
 vertex array to generate the dest result.
 The reason why we do this is that the shader may be
 used to composite no only rect, trapezoid and triangle
 render function can also use it to render triangles and
 polygens. The old function glamor_composite_with_shader
 do the whole two phases work and can not match the
 new request.

Signed-off-by: Junyan He <junyan.he@linux.intel.com>
2013-12-18 11:23:52 -08:00
RobinHe
6dd81c5939 Create the file glamor_triangles.c
Create the file glamor_trapezoid.c, extract the logic
 relating to trapezoid from glamor_render.c to this file.

Signed-off-by: Junyan He <junyan.he@linux.intel.com>
2013-12-18 11:23:52 -08:00
Zhigang Gong
5325c800f7 largepixmap: Support self composite for large pixmap.
The simplest way to support large pixmap's self compositing
is to just clone a pixmap private data structure, and change
the fbo and box to point to the correct postions. Don't need
to copy a new box.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:51 -08:00
Zhigang Gong
1d2d858b8d largepixmap: Add transform/repeat/reflect/pad support.
This commit implement almost all the needed functions for
the large pixmap support. It's almost complete.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:51 -08:00
Zhigang Gong
eb6f981ba4 largepixmap: Enable glamor_composite.
Now we start to enable glamor_composite on large pixmap.
We need to do a three layer clipping to split the dest/source/mask
to small pieces. This commit only support non-transformation and
repeat normal case.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:51 -08:00
Zhigang Gong
e96ea02010 largepixmap: Implement infrastructure for large pixmap.
Added infrastructure for largepixmap, this commit implemented:
1. Create/Destroy large pixmap.
2. Upload/Download large pixmap.
3. Implement basic repeat normal support.
3. tile/fill/copyarea large pixmap get supported.

The most complicated part glamor_composite still not implemented.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:51 -08:00
Zhigang Gong
ace35e408c glamor_largepixmap: first commit for large pixmap.
This is the first commit to add support for large pixmap.
The large here means a pixmap is larger than the texutre's
size limitation thus can't fit into one single texutre.

The previous implementation will simply fallback to use a
in memory pixmap to contain the large pixmap which is
very slow in practice.

The basic idea here is to use an array of texture to hold
the large pixmap. And when we need to get a specific area
of the pixmap, we just need to compute/clip the correct
region and find the corresponding fbo.

We need to implement some auxiliary routines to clip every
rendering operations into small pieces which can fit into
one texture.

The complex part is the transformation/repeat/repeatReflect
and repeat pad and their comination. We will support all of
them step by step.

This commit just add some necessary data structure to represent
the large pixmap, and doesn't change any rendering process.
This commit doesn't add real large pixmap support.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:51 -08:00
Junyan He
d900f553c2 Extract the gradient related code out.
1. Extract the logic of gradient from the glamor_render.c
 to the file glamor_gradient.c.
 2. Modify the logic of gradient pixmap gl draw. Use the
 logic like composite before, but the gradient always just
 have one rect to render, so no need to set the VB and EB,
 replace it with just call glDrawArrays. 3.Kill all the
 warning in glamor_render.c

Reviewed-by: Zhigang Gong<zhigang.gong@linux.intel.com>

Signed-off-by: Junyan He <junyan.he@linux.intel.com>
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:51 -08:00
Zhigang Gong
8169280464 glamor_set_destination_pixmap_priv_nc: set drawable's width x height.
Previous implementation set the whole fbo's width and height as the
viewpoint. This may increase the numerical error as we may only has
a partial region as the valid pixmap. So add a new marco
pixmap_priv_get_dest_scale to get proper scale factor for the
destination pixmap. For the source/mask pixmap, we still need to
consider the whole fbo's size.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:51 -08:00
Zhigang Gong
c5b3c2cedc Added strict warning flags to CFLAGS.
We miss the strict warning flags for a long time, now add it back.
This commit also fixed most of the warnings after enable the strict
flags.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:51 -08:00
Zhigang Gong
33e11cd614 Fixed an uninitialized problem at gradient shader functions.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:51 -08:00
Zhigang Gong
c0f75c657f Fixed one typo bug when fixup a mask picture.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:51 -08:00
Zhigang Gong
5c1f15fac2 Added some copyright and author information.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:51 -08:00
Zhigang Gong
0d846d9569 Added --enable-debug configuration option.
For release version, we disable asserts.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:51 -08:00
Zhigang Gong
9dfd10dc75 glamor_render: Fix the repeat none for GLES2.
As GLES2 doesn't support clamp to the border, we have to
handle it seprately from the normal case.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:51 -08:00
Zhigang Gong
20cbaa61cd glamor_render: Have to use eaxct size pixmap for transformation.
Use partial texture as the pixmap for the transformation
source/mask may introduce extra errors. have to use
eaxct size.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:50 -08:00
Zhigang Gong
9f53cc1c33 glamor_render.c: Fixed repeatPad and repeatRelect.
We should use difference calculation for these two repeat mode
when we are a sub region within one texture.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:50 -08:00
Zhigang Gong
67cf3838e4 gradient: Don't need fixup flag when creating pixmap.
Gradient can use a larger texture/fbo directly, don't need
an eaxct size texture.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:50 -08:00
Junyan He
686a322c76 Fix the bug caused by gradient picture set the stops at the same percentage.
Fix the bug caused by gradient picture set the stops at
 the same percentage. The (stops[i] - stops[i-1]) will
 be used as divisor in the shader, which will cause
 problem. We just keep the later one if stops[i] ==
 stops[i-1].

Signed-off-by: Junyan He <junyan.he@linux.intel.com>
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:50 -08:00
Junyan He
3d96929596 Fix the problem of memory leak in gradient pixmap generating.
Fix the problem of memory leak in gradient pixmap
 generating. The problem caused by we do not call
 glDeleteShader when destroy a shader program. This patch
 will split the gradient pixmap generating to three
 category. If nstops < 6, we will use the no array version
 of the shader, which has the best performance. Else if
 nstops < 16, we use array version of the shader, which is
 compiled and linked at screen init stage. Else if nstops >
 16, we dynamically create a new shader program, and this
 program will be cached until bigger nstops.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:50 -08:00
Zhigang Gong
9bcddff93b pending_op: Remove the pending operations handling.
We have disabled this feature for a long time, and previous
testing shows that this(pending fill) will not bring observed
performance gain. Now remove it.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:50 -08:00
Zhigang Gong
68a5cc6f37 glamor_render: Don't download whole picture when fallback.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:50 -08:00
Zhigang Gong
c6ce44d881 render: Enable more componentAlpha support.
Actually only PictOpAtop,PictOpAtopReverse and PictOpXor
can't be implemented by using single source blending.
All the other can be easily support. Slightly change
the code to support them. Consider those three Ops
are not frequenly used in real application. We simply
fallback them currently.

PictOpAtop: 		s*mask*dst.a + (1 - s.a*mask)*dst
PictOpAtopReverse: 	s*mask*(1 - dst.a) + dst *s.a*mask
PictOpXor:		s*mask*(1 - dst.a) + dst * (1 - s.a*mask)

The two oprands in the above three ops are all reated to dst and
the blend factors are not constant (0 or 1), it's hardly to
convert it to single source blend.

Now, the rendercheck is runing more smoothly.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:49 -08:00
Zhigang Gong
57e29ebdc1 glamor_render: Disable gradient shader conversion due to bug.
I found when enable the gradient shader, the firefox's tab's
background has incorrect rendering result.

Need furthr investigation, for now, just disable it.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:49 -08:00
Junyan He
1f4486c10b Add the feature for radial gradient using shader.
Add the feature for radial gradient using shader. The
 transform matrix and the 4 type of repeat mode are
 supported. Less than 2/255 difference for every color
 component comparing to pixman's result. Extract the
 common logic of linear and radial's to another shader.

Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:49 -08:00
Junyan He
1026327cdc Add the feature of generating linear gradient picture by using shader.
Add the feature of generating linear gradient picture
 by using shader.  This logic will replace the original
 linear gradient picture generating manner in glamor
 which firstly use pixman and then upload it to GPU.
 Compare it to the result generated by pixman, the
 difference of each color component of each pixel is
 normally 0, sometimes 1/255, and 2/255 at most. The
 pixman use fixed-point but shader use float-point, so may have
 difference. The feature of transform matrix and 4 types
 of repeat modes have been supported. The array usage in
 shader seems slow, so use 8 uniform variables to avoid
 using array when stops number is not very big. This
 make code look verbose but the performance improved a
 lot.

 We still have slightly performance regression compare to
 original pixman version. There are one further optimization
 opportunity which is to merge the gradient pixmap generation
 and the latter compositing into one shader, then we don't need
 to generate the extra texture, we can use the gradient value
 directly at the compositing shader. Hope that can beat pixman
 version. Will do that latter.

Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:49 -08:00
Junyan He
ccf5d7f52b Prepare for modification of gradient using shader.
Prepare for modification of gradient using shader. The
 gradient pixmaps now is generated by pixman and we will
 replace them with shader. Add structure fields and
 dispatch functions which will be needed. Some auxiliary
 macro for vertex convert.

Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:49 -08:00
Zhigang Gong
ce634e84d4 glamor_render: Only recalculate texture for repeat case.
Slightly optimize the fragment shader, as if we are not
repeat case and not exceed the valid texture range, then
we don't need to recalculate the coords.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:48 -08:00
Zhigang Gong
53387728dd glamor_tile/composite: Modify fs to re-calculate texture coords.
Then we don't need to fixup the larger pixmap to the exact
size, just need to let the shader to re-calculate the correct
texture coords.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:48 -08:00
Chris Wilson
556adfa6b9 Fixup glx support
Renaming glamor_priv->dispatch and wrapping the access to
the dispatch table with a function that also ensured the
context was bound.

 dispatch = glamor_get_dispatch(glamor_priv);
 ...
 glamor_put_dispatch(glamor_priv);

So that we catch all places where we attempt to call into GL withouta
context. As an optimisation we can then do glamor_get_context();
glamor_put_context() around the rendering entry points to reduce the
frequency of having to restore the old context. (Along with allowing
the context to be recursively acquired and making the old context part of
the glamor_egl state.)

Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:48 -08:00
Zhigang Gong
430bc16ca0 GLX: Enable glx support.
If we are using MESA as our GL library, then both xserver's
GLX and glamor are link to the same library. As xserver's
GLX has its own _glapi_get/set_context/dispatch etc, and it
is a simplified version derived from mesa thus is not
sufficient for mesa/egl's dri loader which is used by glamor.

Then if glx module is loaded before glamoregl module, the
initialization of mesa/egl/opengl will not be correct, and
will fail at a very early stage, most likely fail to map
the element buffer.

Two methodis to fix this problem, first is to modify the xserver's
glx's glapi.c to fit mesa's requirement. The second is to put
a glamor.conf as below, to the system's xorg.conf path.

Section "Module"
        Load  "glamoregl"
EndSection

Then glamor will be loaded firstly, and the mesa's libglapi.so
will be used. As current xserver's dispatch table is the same
as mesa's, then the glx's dri loader can work without problem.

We took the second method as it don't need any change to xorg.:)
Although this is not a graceful implementation as it depends
on the xserver's dispatch table and the mesa's dispatch table
is the same and the context set and get is using the same method.
Anyway it works.

As by default, xserver will enable GLX_USE_TLS. But mesa will not
enable it, you may need to enable that when build mesa.

Three pre-requirements to make this glamor version work:

0. Make sure xserver has commit 66e603, if not please pull the latest
   master branch.
1. Rebuild mesa by enable GLX_USE_TLS.
2. Put the glamor.conf to your system's xorg.conf path and make sure
   it loaded prior to glx module.

Preliminary testing shows indirect glxgears works fine.

If user want to use GLES2 for glamor by using MESA, GLX will not
work correctly.

If you are not using normal MESA, for example PVR's private GLES
implementation, then it should be ok to use GLES2 glamor and the
GLX should work as expected. In this commit, I use gbm to check
whether we are using MESA or non-mesa. Maybe not the best way.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:48 -08:00
Chris Wilson
97efbd25fe Use CLAMP_TO_BORDER in copy_n_to_n so we can sample outside of the source
In order to reduce a composite operation to a source, we need to provide
Render semantics for the pixel values of samples outside of the source
pixmap, i.e. they need to be rgba(0, 0, 0, 0). This is provided by using
the CLAMP_TO_BORDER repeat mode, but only if the texture has an alpha
channel.

Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:48 -08:00
Chris Wilson
864153bb9e Do not reduce a composite to a copy if we need to sample outside of the source
In order to maintain Render semantics, samples outside of the source
should return CLEAR. The copy routines instead are based on the core
protocol and expects the source rectangle to be wholly contained within
the drawable and so does no fixup.

Fixes the rendering of GTK icons.

Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:48 -08:00
Zhigang Gong
64fef665c9 glamor_render: Add non-Map/Unmap vertex array for GLES.
As some GLES implementations' glMapOES /glUnmapOES is
not so efficient, we implement the in memory vertex array
for them.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:48 -08:00
Zhigang Gong
62e5365351 glamor_composite: Fix one bug when we have too more vertices.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:47 -08:00
Zhigang Gong
9c6fd931a6 glamor-fbo-pool: Enable to reuse different size fbo/texture.
Fixup three special cases, one is in tile and the other is in
composite. Both cases are due to repeat texture issue. Maybe
we can refine the shader to recalculate texture coords to
support partial texture's repeating.

The third is when upload a memory pixmap to texture, as now
the texture may not have the exact size as the pixmap, we
should not use the full rect coords.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:47 -08:00
Zhigang Gong
c7e79d6acf glamor-fbo-pool: Implement fbo cache mechanism.
We classify the cache according to the texture's format/width/height.
As openGL doesn't allow us to change a texture's format/width/height
after the internal texture object is already allocated, we can't
just calculate the size and then according ths size to put the
fbo to an bucket which is just like SNA does. We can only put
the fbo to the corresponding format/width/height bucket.

This commit only support the exact size match. The following patch
will remove this restriction, just need to handle the repeat/tile
case when the size is not exactly match.

Should use fls instead of ffs when decide the width/height bucket,
thanks for Chris to point this out.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:47 -08:00
Zhigang Gong
2ff4100849 glamor_fbo: Introduce glamor fbo to manage all the fb/tex.
This is the first patch to implement a fbo/tex pool mechanism which
is like the sna's BO cache list. We firstly need to decopule the
fbo/tex from each pixmap. The new glamor_pixmap_fbo data
structure is for that purpose. It's somehow independent to each
pixmap and can be reused latter by other pixmaps once it's detached
from the current pixmap.

And this commit also slightly change the way to create a
memory pixmap. We will not create a pixmap private data structure
by default, instead we will crete that structure when a memory
pixmap is attaching a fbo to it.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:47 -08:00
Zhigang Gong
069a6d1746 glamor_composite: Allocate VBO on demand.
Use a fixed VBO is not efficient. Some times we may only has less than
100 verts, and some times we may have larger than 4K verts. We change
it to allocate VBO buffer dynamically, and this can bring about 10%
performance gain for both aa10text/rgb10text and some cairo benchmarks.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:47 -08:00
Zhigang Gong
4cd07871a4 glamor-composite: Use glDrawElements to reduce the count of vertices.
To split a rectangle (0,1,2,3) to two separated triangles need to feed
6 vertices, (0,1,2) and (0,2,3). use glDrawElements can reuse the shared
vertices.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:47 -08:00