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* anv: Store CPU-side fence information in the BOJason Ekstrand2016-03-071-18/+15
* anv/allocator: Better casting in PFL macrosJason Ekstrand2016-03-071-2/+2
* anv/allocator: Move the alignment assert for the pointer free listJason Ekstrand2016-03-071-1/+6
* anv/bo_pool: Allow freeing BOs where the anv_bo is in the BO itselfJason Ekstrand2016-03-071-4/+6
* anv/device: Up device limits for 3D and array texture dimensionsNanley Chery2016-03-071-2/+2
* anv/device: Actually free the CPU-side fence struct againJason Ekstrand2016-03-071-0/+1
* anv: Quiet pTessellationState warningKristian Høgsberg Kristensen2016-03-061-3/+3
* anv: Create fences from the batch BO poolJason Ekstrand2016-03-061-8/+2
* anv: Emit null render targetsJason Ekstrand2016-03-053-13/+82
* anv/pipeline: Handle null wm_prog_data in 3DSTATE_CLIPJason Ekstrand2016-03-051-2/+2
* anv: Fix rebase errorKristian Høgsberg Kristensen2016-03-051-2/+2
* anv: Turn pipeline cache on by defaultKristian Høgsberg Kristensen2016-03-051-2/+3
* anv: Check if shader if present before uploading to cacheKristian Høgsberg Kristensen2016-03-051-7/+38
* anv: Always use point size from the shaderKristian Høgsberg Kristensen2016-03-054-9/+2
* anv: Also cache the struct anv_pipeline_binding mapsKristian Høgsberg Kristensen2016-03-055-87/+158
* anv: Don't re-upload shaders when mergingKristian Høgsberg Kristensen2016-03-051-10/+4
* anv: Add anv_pipeline_cache_add_entry()Kristian Høgsberg Kristensen2016-03-051-8/+15
* anv: Rename anv_pipeline_cache_add_entry() to 'set'Kristian Høgsberg Kristensen2016-03-051-3/+3
* anv: Simplify pipeline cache control flow a bitKristian Høgsberg Kristensen2016-03-051-35/+27
* anv: Store prog data in pipeline cache streamKristian Høgsberg Kristensen2016-03-0511-123/+171
* anv: Rename 'table' to 'hash_table' in anv_pipeline_cacheKristian Høgsberg Kristensen2016-03-052-17/+17
* anv: Serialize as much pipeline cache as we canKristian Høgsberg Kristensen2016-03-051-6/+17
* anv: Use 1.0 pipeline cache headerKristian Høgsberg Kristensen2016-03-051-11/+25
* anv: Fix shader key hashingKristian Høgsberg Kristensen2016-03-051-1/+1
* anv: Remove excess whitespaceKristian Høgsberg Kristensen2016-03-051-12/+12
* anv: Remove left-over bits of sparse-descriptor codeKristian Høgsberg Kristensen2016-03-051-4/+0
* anv/pipeline: Implement the depth compare EQUAL workaround on gen8+Jason Ekstrand2016-03-051-0/+8
* anv: Don't allow D16_UNORM to be combined with stencilJason Ekstrand2016-03-052-3/+4
* anv/pipeline: Calculate the correct max_source_attr for 3DSTATE_SBEJason Ekstrand2016-03-051-4/+6
* anv/hsw: Move query code to genX file for HaswellJordan Justen2016-03-052-240/+244
* anv: Implement VK_REMAINING_{MIP_LEVELS,ARRAY_LAYERS}Nanley Chery2016-03-043-8/+25
* anv/meta_clear: Set the right number of dynamic statesJason Ekstrand2016-03-041-1/+1
* anv/pipeline: Fix depthBiasEnable on gen7Jason Ekstrand2016-03-041-3/+3
* anv/cmd_buffer: Reset the state streams when resetting the command bufferJason Ekstrand2016-03-041-0/+8
* anv/cmd_buffer: Include Haswell in set_subpassJason Ekstrand2016-03-041-1/+5
* isl: Fix RenderTargetViewExtent for mipmapped 3D surfacesNanley Chery2016-03-041-1/+2
* isl: Get rid of isl_surf_fill_state_info::level0_extent_pxNanley Chery2016-03-043-43/+7
* anv/cmd_buffer: Let the pipeline set StencilBufferWriteEnable on gen9Jason Ekstrand2016-03-041-3/+0
* anv/cmd_buffer: Mask stencil reference valuesJason Ekstrand2016-03-042-6/+6
* anv/clear: Pull the stencil write mask from the pipelineJason Ekstrand2016-03-041-2/+3
* anv/pipeline: Set StencilBufferWriteEnable from the pipelineJason Ekstrand2016-03-044-6/+2
* anv/pipeline: More competent gen8 clippingJason Ekstrand2016-03-041-0/+14
* anv/pipeline: Use the right provoking vertex for triangle fansJason Ekstrand2016-03-042-3/+3
* anv/pipeline: Respect pRasterizationState->depthBiasEnableJason Ekstrand2016-03-044-12/+6
* anv: Fix backwards shadow comparisonsKenneth Graunke2016-03-041-10/+21
* hack to make dota 2 menus workKenneth Graunke2016-03-031-2/+2
* isl/surface_state: Set L2 bypass disable for certain BC* formatsJason Ekstrand2016-03-031-0/+22
* anv: Compile shader stages in pipeline order.Kenneth Graunke2016-03-031-22/+26
* anv/meta: Delete unused functionsNanley Chery2016-03-031-93/+0
* anv/meta: Use blitter API for state-handling in Buffer Update/CopyNanley Chery2016-03-031-4/+4