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author | Eric Anholt <[email protected]> | 2014-06-19 08:19:38 +0100 |
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committer | Eric Anholt <[email protected]> | 2014-08-08 18:59:46 -0700 |
commit | 1850d0a1cbf044dc4d29b7a9ede2c634f667d853 (patch) | |
tree | 80af7674f5160d9ae740958aad047786b2646539 /src/glsl/builtin_variables.cpp | |
parent | f017e32c0add05b588f5f6a4bea16b84b8a051eb (diff) |
vc4: Initial skeleton driver import.
This mostly just takes every draw call and turns it into a sequence of
commands that clear the FBO and draw a single shaded triangle to it,
regardless of the actual input vertices or shaders. I copied the initial
driver skeleton mostly from freedreno, and I've preserved Rob Clark's
copyright for those. I also based my initial hardcoded shaders and
command lists on Scott Mansell (phire)'s "hackdriver" project, though the
bit patterns of the shaders emitted end up being different.
v2: Rebase on gallium megadrivers changes.
v3: Rebase on PIPE_SHADER_CAP_MAX_CONSTS change.
v4: Rely on simpenrose actually being installed when building for
simulation.
v5: Add more header duplicate-include guards.
v6: Apply Emil's review (protection against vc4 sim and ilo at the same
time, and dropping the dricommon drm bits) and fix a copyright header
(thanks, Roland)
Diffstat (limited to 'src/glsl/builtin_variables.cpp')
0 files changed, 0 insertions, 0 deletions