| Commit message (Collapse) | Author | Age | Files | Lines |
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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]>
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Cc: 10.6 <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Emil Velikov <[email protected]>
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Silence the warnings about the future incompatibility with automake 2.0
Cc: Eric Anholt <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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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.
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Now this whole setup matches the kernel's file layout much more closely.
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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.
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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)
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