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* vc4: Just put USE_VC4_SIMULATOR in DEFINES.Eric Anholt2015-11-221-1/+0
| | | | | | | | In the pipe-loader reworks, it was missed in one of the new directories it was used. Cc: [email protected] Reviewed-by: Emil Velikov <[email protected]>
* vc4: add missing nir include, to fix the buildEmil Velikov2015-08-071-0/+1
| | | | | | Cc: 10.6 <[email protected]> Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* vc4: automake: remove unused includeEmil Velikov2015-08-071-1/+0
| | | | | Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* mesa: Enable subdir-objects globally.Matt Turner2015-06-261-2/+0
| | | | Reviewed-by: Emil Velikov <[email protected]>
* vc4: automake: enable subdir-objectsEmil Velikov2015-06-121-0/+2
| | | | | | | Silence the warnings about the future incompatibility with automake 2.0 Cc: Eric Anholt <[email protected]> Signed-off-by: Emil Velikov <[email protected]>
* vc4: Drop subdirectory in vc4 build.Eric Anholt2015-06-091-3/+1
| | | | | Just because we put the source in a subdir, doesn't mean we need helper libraries in the build. This will also simplify the Android build setup.
* vc4: Move the mirrored kernel code to a kernel/ directory.Eric Anholt2014-10-091-1/+3
| | | | Now this whole setup matches the kernel's file layout much more closely.
* vc4: Switch to using Mesa's register allocator.Eric Anholt2014-09-231-0/+1
| | | | | | | | | This will let me more reliably allocate a-file registers, which are going to be even more in demand when I start using a-file unpacks. Also fixes a bug where the reservation of payload registers (FRAG_Z/W) was off by one but just caused failure to register allocate at all if the off-by-one was fixed.
* vc4: Initial skeleton driver import.Eric Anholt2014-08-081-0/+40
This mostly just takes every draw call and turns it into a sequence of commands that clear the FBO and draw a single shaded triangle to it, regardless of the actual input vertices or shaders. I copied the initial driver skeleton mostly from freedreno, and I've preserved Rob Clark's copyright for those. I also based my initial hardcoded shaders and command lists on Scott Mansell (phire)'s "hackdriver" project, though the bit patterns of the shaders emitted end up being different. v2: Rebase on gallium megadrivers changes. v3: Rebase on PIPE_SHADER_CAP_MAX_CONSTS change. v4: Rely on simpenrose actually being installed when building for simulation. v5: Add more header duplicate-include guards. v6: Apply Emil's review (protection against vc4 sim and ilo at the same time, and dropping the dricommon drm bits) and fix a copyright header (thanks, Roland)