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* i965: get num_abos from shader_info rather than gl_linked_shaderTimothy Arceri2016-11-177-15/+24
* mesa/glsl: copy num_abos to gl_programTimothy Arceri2016-11-172-1/+1
* i965: get num_images from shader_info rather than gl_linked_shaderTimothy Arceri2016-11-1714-35/+46
* mesa/glsl: copy num_images to gl_programTimothy Arceri2016-11-172-1/+2
* nir: add support for counting AoA uniforms in nir_shader_gather_info()Timothy Arceri2016-11-171-2/+2
* i965: only try print GLSL IR once when using INTEL_DEBUG to dump irTimothy Arceri2016-11-179-37/+21
* anv/descriptor_set: Put the whole state in the state free listJason Ekstrand2016-11-161-5/+4
* anv/descriptor_set: Write the state offset in the surface state free list.Jason Ekstrand2016-11-161-0/+1
* compiler: remove now unused copy_shader_info() declarationTimothy Arceri2016-11-171-7/+0
* compiler: include shader_enums.h in shader_info.hTimothy Arceri2016-11-171-0/+2
* swr: [rasterizer core] fix clear with multiple color attachmentsTim Rowley2016-11-166-52/+40
* Partial revert "i965: "Fix" aux offsets"Ben Widawsky2016-11-161-2/+1
* i965: "Fix" aux offsetsBen Widawsky2016-11-161-2/+3
* anv/blorp: Handle VK_ATTACHMENT_UNUSED in CmdClearAttachmentsJason Ekstrand2016-11-161-0/+8
* Allocate a null state whenever there is depth/stencilJason Ekstrand2016-11-161-9/+10
* anv: Set framebuffer to NULL in secondary command buffersJason Ekstrand2016-11-161-2/+1
* anv/blorp: Use the new clear_attachments entrypoint for attachment clearsJason Ekstrand2016-11-161-41/+50
* anv/blorp: Break the guts of alloc_binding_table into a shared helperJason Ekstrand2016-11-163-16/+33
* anv: Bring back anv_cmd_buffer_emit_state_base_addressJason Ekstrand2016-11-162-0/+20
* intel/blorp: Add a clear_attachments entrypointJason Ekstrand2016-11-163-2/+173
* intel/blorp: Add capability to use pre-baked binding tablesJason Ekstrand2016-11-162-20/+27
* intel/blorp: Add support for vertex shadersJason Ekstrand2016-11-163-6/+82
* intel/blorp: Use an actual chunk of vertex buffer for the VUE headerJason Ekstrand2016-11-161-33/+34
* blorp/exec: Use uint32_t for copying varying dataJason Ekstrand2016-11-161-2/+2
* intel/blorp: Handle NIR clear inputs the same way as blit inputsJason Ekstrand2016-11-163-11/+17
* intel/blorp: Remove NIR support for uniformsJason Ekstrand2016-11-161-23/+1
* intel/blorp: Add a shader type to make keys more uniqueJason Ekstrand2016-11-163-7/+18
* intel/blorp: Make the number of samples an explicit parameterJason Ekstrand2016-11-165-9/+19
* anv/cmd_buffer: Stop relying on the framebuffer for 3DSTATE_SF on gen7Jason Ekstrand2016-11-161-11/+32
* anv: Rework the way render target surfaces are allocatedJason Ekstrand2016-11-164-126/+180
* anv/cmd_buffer: Expose add_surface_state_reloc as an inline helperJason Ekstrand2016-11-162-15/+17
* anv/cmd_buffer: Use the surface state alloc helper in null_surface_stateJason Ekstrand2016-11-161-1/+1
* anv: Add a helper for doing buffer copies with nothing but VF and SOL.Jason Ekstrand2016-11-163-0/+239
* intel/genxml: Add SO_WRITE_OFFSET registers for gen7-9Jason Ekstrand2016-11-164-0/+64
* intel/isl: Add some basic info about RENDER_SURFACE_STATE to isl_deviceJason Ekstrand2016-11-166-62/+69
* anv/pipeline: Use get_scratch_space/address for compute shadersJason Ekstrand2016-11-161-9/+7
* anv: Move INTERFACE_DESCRIPTOR_DATA setup to the pipelineJason Ekstrand2016-11-163-27/+38
* anv/pipeline: Roll genX_pipeline_util.h into genX_pipeline.cJason Ekstrand2016-11-163-1296/+1266
* anv/pipeline: Unify graphics_pipeline_createJason Ekstrand2016-11-165-213/+80
* anv/pipline: Re-order state emission and make it consistentJason Ekstrand2016-11-162-8/+5
* anv/pipeline: Rework the 3DSTATE_VF_TOPOLOGY helperJason Ekstrand2016-11-162-11/+9
* anv/pipeline: Move 3DSTATE_PS_EXTRA setup into a helperJason Ekstrand2016-11-162-27/+33
* anv/pipeline: Unify 3DSTATE_WM emissionJason Ekstrand2016-11-163-70/+55
* intel/genxml: Make 3DSTATE_WM more consistent across gensJason Ekstrand2016-11-168-22/+52
* anv/pipeline: Unify 3DSTATE_PS emissionJason Ekstrand2016-11-163-102/+72
* anv/pipeline/gen7: Properly set 3DSTATE_PS::DualSourceBlendEnableJason Ekstrand2016-11-161-1/+1
* intel/genxml: Make some 3DSTATE_PS fields more consistentJason Ekstrand2016-11-165-16/+16
* anv/pipeline: Make emit_3dstate_sbe safe to call without a FSJason Ekstrand2016-11-163-6/+10
* anv/pipeline: Unify 3DSTATE_GS emissionJason Ekstrand2016-11-163-109/+75
* anv/pipeline/gen8: Set 3DSTATE_GS::InstanceControlJason Ekstrand2016-11-161-0/+1