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* llvmpipe: plumb multisample state bit into setup code.Dave Airlie2020-05-064-3/+8
* llvmpipe/rast: fix tile clearing for multisample color and depth tilesDave Airlie2020-05-061-78/+83
* llvmpipe: record sample info for color/depth buffers in sceneDave Airlie2020-05-065-4/+26
* llvmpipe: pass color and depth sample strides into fragment shader.Dave Airlie2020-05-064-5/+33
* draw: disable point/line smoothing for multisample (v2)Dave Airlie2020-05-063-12/+12
* llvmpipe: handle multisample render target clearsDave Airlie2020-05-061-37/+55
* llvmpipe: add clear texture support for multisample textures.Dave Airlie2020-05-061-1/+124
* llvmpipe: add multisample resource copy region support.Dave Airlie2020-05-061-0/+51
* llvmpipe: add internal multisample texture mapping path.Dave Airlie2020-05-062-7/+27
* llvmpipe: pass incoming sample_mask into fragment shader context.Dave Airlie2020-05-066-3/+22
* llvmpipe/jit: pass fragment sample mask via jit context.Dave Airlie2020-05-062-0/+10
* llvmpipe: add get_sample_position support (v2)Dave Airlie2020-05-063-1/+22
* llvmpipe: fix race between draw and setting fragment shader.Dave Airlie2020-05-061-5/+5
* gallium/util: split out zstencil clearing code.Dave Airlie2020-05-062-89/+123
* llvmpipe: add a max samples define set to 4.Dave Airlie2020-05-061-0/+1
* llvmpipe: add multisample support to texture allocator.Dave Airlie2020-05-065-3/+14
* util: add a resource wrapper to get resource samplesDave Airlie2020-05-061-0/+5
* llvmpipe: add samples support to image jitDave Airlie2020-05-066-2/+28
* llvmpipe: add num_samples/sample_stride support to jit texturesDave Airlie2020-05-066-1/+32
* draw: add support for num_samples + sample_stride to the image pathsDave Airlie2020-05-067-9/+36
* draw: introduce sampler num samples + stride membersDave Airlie2020-05-069-6/+31
* gallivm/nir: add multisample image operationsDave Airlie2020-05-061-0/+6
* gallivm/nir: add multisample support to image sizeDave Airlie2020-05-061-0/+3
* gallivm/nir/tgsi: add multisample texture sampling.Dave Airlie2020-05-062-1/+13
* gallivm/sample: add multisample image operation supportDave Airlie2020-05-062-0/+18
* gallivm/sample: add multisample support for texel fetchDave Airlie2020-05-062-2/+52
* virgl: Properly check for encode_stride when encoding transfersTomeu Vizoso2020-05-061-1/+1
* llvmpipe: simple texture barrier implementation.Dave Airlie2020-05-064-151/+11
* llvmpipo/nir: free compute shader NIRDave Airlie2020-05-061-0/+2
* draw/tess: free tessellation control shader i/o memory.Dave Airlie2020-05-061-0/+3
* nir: add missing group_memory_barrier handlingRhys Perry2020-05-052-0/+2
* freedreno/ir3: Disable sin/cos range reduction for mediump.Eric Anholt2020-05-051-2/+2
* st/nine: Set correctly blend max_rtAxel Davy2020-05-051-2/+1
* radeonsi: enable TC-compatible HTILE on demand for best Z/S performanceMarek Olšák2020-05-055-4/+57
* radeonsi: allow tc_compatible_htile to be mutableMarek Olšák2020-05-051-44/+56
* radeonsi/gfx9: always use IMG_DATA_FORMAT_S8_32 for 8-bit stencilMarek Olšák2020-05-051-2/+1
* ac/surface: unset RADEON_SURF_TC_COMPATIBLE_HTILE if HTILE hasn't been computedMarek Olšák2020-05-051-0/+8
* radeonsi: don't wait for idle at the end of gfx IBsMarek Olšák2020-05-051-0/+13
* ac/nir: export some undef as zeroPierre-Eric Pelloux-Prayer2020-05-053-6/+37
* gallium: add a new cap PIPE_CAP_GLSL_ZERO_INITPierre-Eric Pelloux-Prayer2020-05-056-2/+14
* mesa: extend GLSLZeroInit semanticsPierre-Eric Pelloux-Prayer2020-05-054-4/+8
* glsl: add a is_implicit_initializer flagPierre-Eric Pelloux-Prayer2020-05-054-2/+18
* glsl: rework zero initializationPierre-Eric Pelloux-Prayer2020-05-053-6/+16
* glsl: init gl_FragColor if zero_init=truePierre-Eric Pelloux-Prayer2020-05-051-1/+7
* radeonsi: don't print gs_copy_shader stats for shaderdbPierre-Eric Pelloux-Prayer2020-05-051-2/+0
* radv: enable shaderInt16 unconditionally with LLVM and only GFX8+ with ACOSamuel Pitoiset2020-05-051-1/+1
* radeonsi: add workaround for issue 2647Pierre-Eric Pelloux-Prayer2020-05-057-4/+45
* zink: use nir_lower_uniforms_to_uboErik Faye-Lund2020-05-051-83/+1
* nir: Always create UBO variable when lowering uniforms to uboLouis-Francis Ratté-Boulianne2020-05-051-2/+27
* mesa/st: consider NumUniformBlocks instead of num_ubos when bindingErik Faye-Lund2020-05-052-2/+2