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path: root/src/gallium/drivers/vc4/vc4_draw.c
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* vc4: Add support for depth clears and tests within a tile.Eric Anholt2014-08-111-1/+4
* vc4: Drop the flush at the end of the drawEric Anholt2014-08-111-2/+0
* vc4: Track clears veresus uncleared draws, and the clear color.Eric Anholt2014-08-111-13/+53
* vc4: Move the rest of RCL setup to flush time.Eric Anholt2014-08-111-30/+0
* vc4: Move render command list calls to vc4_flush()Eric Anholt2014-08-111-40/+0
* vc4: Move bin command list ending commands to vc4_flush()Eric Anholt2014-08-111-4/+0
* vc4: Rewrite the kernel ABI to support texture uniform relocation.Eric Anholt2014-08-111-12/+10
* vc4: Switch simulator to using kernel validatorEric Anholt2014-08-111-5/+0
* vc4: Add support for texturing (under simulation)Eric Anholt2014-08-111-0/+3
* vc4: Add support for swizzles of 32 bit float vertex attributes.Eric Anholt2014-08-081-5/+0
* vc4: Crank up the tile allocation BO sizeEric Anholt2014-08-081-2/+2
* vc4: Add support for multiple attributesEric Anholt2014-08-081-14/+20
* vc4: Add WIP support for varyings.Eric Anholt2014-08-081-1/+1
* vc4: Add shader variant caching to handle FS output swizzle.Eric Anholt2014-08-081-0/+2
* vc4: Load the tile buffer before incrementally drawing.Eric Anholt2014-08-081-8/+22
* vc4: Don't reallocate the tile alloc/state bos every frame.Eric Anholt2014-08-081-10/+18
* vc4: Use the user's actual first vertex attribute.Eric Anholt2014-08-081-35/+55
* vc4: Switch to actually generating vertex and fragment shader code from TGSI.Eric Anholt2014-08-081-18/+15
* vc4: Start converting the driver to use vertex shaders.Eric Anholt2014-08-081-44/+48
* vc4: Initial skeleton driver import.Eric Anholt2014-08-081-0/+241