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* mesa: Add texel fetch functions for BPTC-compressed texturesNeil Roberts2014-08-124-0/+1001
* mesa: Add the format enums for BPTC-compressed imagesNeil Roberts2014-08-128-0/+112
* mesa/format_info: Add support for the BPTC layoutNeil Roberts2014-08-121-0/+3
* mesa/format_info: Add support for compressed floating-point formatsNeil Roberts2014-08-121-1/+3
* mesa: Fix the base format for GL_COMPRESSED_RGB_BPTC_*_FLOAT_ARBNeil Roberts2014-08-121-2/+2
* mesa: Add the GL_ARB_texture_compression_bptc extensionNeil Roberts2014-08-122-0/+2
* winsys/radeon: fix nop packet padding for hawaiiAndreas Boll2014-08-123-1/+16
* mesa: regenerate gl_mangle.hBrian Paul2014-08-121-0/+139
* mesa: update wglext.h to version 20140810Brian Paul2014-08-121-2/+9
* mesa: update glxext.h to version 20140810Brian Paul2014-08-121-2/+9
* mesa: update glext.h to version 20140810Brian Paul2014-08-121-2/+378
* svga: Add a limit to the maximum surface sizeCharmaine Lee2014-08-129-7/+130
* mesa/st: Move declaration to top of block.José Fonseca2014-08-121-1/+3
* mesa/st: add support for dynamic sampler offsetsIlia Mirkin2014-08-122-18/+43
* radeon/uvd: fix gpu_address for video surfacesChristian König2014-08-122-0/+4
* mesa: Add a new function for getting the nonconst sampler array indexChris Forbes2014-08-122-0/+14
* glsl: Allow dynamically uniform sampler array indexing with 4.0/gs5Chris Forbes2014-08-121-1/+8
* nvc0/ir: describe the tex arguments for fermi/keplerIlia Mirkin2014-08-111-0/+25
* nvc0/ir: add kepler+ support for indirect texture referencesIlia Mirkin2014-08-111-7/+27
* nvc0/ir: add base tex offset for fermi indirect tex caseIlia Mirkin2014-08-111-2/+10
* i965: Revert part of f5cc3fdcf1680b116612fac7c39f1bd79f5e555e.Kenneth Graunke2014-08-111-1/+1
* vc4: Flip which primitives are considered front-facing.Eric Anholt2014-08-111-1/+1
* vc4: Don't forget to set the depth clear value in the packet.Eric Anholt2014-08-111-1/+1
* vc4: Add support for gl_FragCoord.Eric Anholt2014-08-115-4/+76
* vc4: Refactor shader input setup again.Eric Anholt2014-08-111-17/+24
* vc4: Clean up the tile alloc buffer size.Eric Anholt2014-08-111-1/+9
* vc4: Clarify some values implicitly chosen for binning config.Eric Anholt2014-08-111-1/+4
* vc4: Improve simulator memory allocation.Eric Anholt2014-08-111-4/+20
* vc4: Handle stride==0 in VBO validationEric Anholt2014-08-111-7/+9
* vc4: Stash some debug code for looking at what BOs are at what hindex.Eric Anholt2014-08-112-0/+5
* vc4: Use GEM under simulation even for non-winsys BOs.Eric Anholt2014-08-112-14/+9
* vc4: Don't forget to unmap the GEM BO when freeing.Eric Anholt2014-08-111-0/+3
* vc4: Add validation of raster-format textures.Eric Anholt2014-08-112-17/+96
* vc4: Drop VC4_PACKET_PRIMITIVE_LIST_FORMAT.Eric Anholt2014-08-112-4/+4
* vc4: Add validation that vertex indices don't overflow VBO bounds.Eric Anholt2014-08-112-18/+71
* vc4: Fix the shader record size for extended strides.Eric Anholt2014-08-111-0/+1
* vc4: Fix the shader record size for extended strides.Eric Anholt2014-08-111-1/+4
* vc4: Add a bunch of validation of render mode configuration.Eric Anholt2014-08-113-11/+151
* vc4: Store the (currently always linear) tiling format in the resource.Eric Anholt2014-08-114-8/+25
* vc4: Add a bunch of validation of the binning mode config.Eric Anholt2014-08-112-17/+140
* vc4: Validate that the same BO doesn't get reused for different purposes.Eric Anholt2014-08-113-37/+81
* vc4: Use the packet #defines in the kernel validation code.Eric Anholt2014-08-111-45/+40
* vc4: Rename GEM_HANDLES to be in a namespace.Eric Anholt2014-08-112-2/+8
* vc4: Clean up TMU write validation.Eric Anholt2014-08-111-77/+64
* vc4: Update a comment about shader validationEric Anholt2014-08-111-4/+2
* vc4: Add proper translation from Zc to Zs for vertex output.Eric Anholt2014-08-112-1/+18
* vc4: Add support for depth clears and tests within a tile.Eric Anholt2014-08-1110-12/+65
* vc4: Avoid flushing when mapping buffers that aren't in the batch.Eric Anholt2014-08-113-1/+50
* vc4: Drop the flush at the end of the drawEric Anholt2014-08-112-2/+2
* vc4: Align following shader recs to 16 bytes.Eric Anholt2014-08-112-2/+10