| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Christian Gmeiner <[email protected]>
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In the long run the compiler needs to know the specifc variant
'key' in order to compile appropriate assembly. With this commit
the variant knows its shader and we are able pass the preallocated
variant into etna_compile_shader(..). This saves us from passing
extra ptrs everywhere.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
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This commit adds some basic infrastructure to handle shader
variants. We are still creating exactly one shader variant
for each shader.
Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
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Prep work to add shader variant support.
Signed-off-by: Christian Gmeiner <[email protected]>
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Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-By: Wladimir J. van der Laan <[email protected]>
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Signed-off-by: Christian Gmeiner <[email protected]>
Reviewed-by: Lucas Stach <[email protected]>
Reviewed-by: Wladimir J. van der Laan <[email protected]>
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This driver supports a wide range of Vivante IP cores like GC880,
GC1000, GC2000 and GC3000.
Changes from V1 -> V2:
- added missing files to actually integrate the driver into build system.
- adapted driver to new renderonly API
Signed-off-by: Christian Gmeiner <[email protected]>
Signed-off-by: Lucas Stach <[email protected]>
Signed-off-by: Philipp Zabel <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
Signed-off-by: Russell King <[email protected]>
Signed-off-by: Wladimir J. van der Laan <[email protected]>
Acked-by: Emil Velikov <[email protected]>
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