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path: root/src/gallium/drivers/vc4/vc4_emit.c
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* vc4: Fix some -Wdouble-promotion warnings.Eric Anholt2015-07-141-4/+4
| | | | | No code generation changes from this, but it'll be useful to have this next time I go checking -Wdouble-promotion.
* vc4: Rework cl handling to be friendlier to the compiler.Eric Anholt2015-07-141-27/+30
| | | | | Drops 680 bytes of code, from avoiding a bunch of extra updates to the next pointer in the struct.
* vc4: Only render tiles where the scissor ever intersected them.Eric Anholt2014-12-301-2/+9
| | | | | This gives a 2.7x improvement in x11perf -rect100, since we only end up load/storing the x11perf window, not the whole screen.
* vc4: Fix triangle-guardband-viewport piglit test.Eric Anholt2014-12-111-5/+14
| | | | The original Broadcom driver also did this with the viewport.
* vc4: Add support for point size setting.Eric Anholt2014-09-241-0/+3
| | | | This is the support for both the global and per-vertex modes.
* vc4: Add support for line width setting.Eric Anholt2014-09-241-0/+3
| | | | | I don't see piglit tests for it, but this should be better than not emitting it at all.
* vc4: Actually add support for polygon offset.Eric Anholt2014-09-241-0/+6
| | | | | Setting the bit without setting the offset values is kind of useless. Fixes piglit polygon-offset (but not polygon-mode-offset).
* vc4: Add support for flat shading.Eric Anholt2014-09-231-0/+6
| | | | | | | This is just the GL 1.1 flat shading of colors -- we don't need to support TGSI constant interpolation bits, because we don't do GLSL 1.30. Fixes 7 piglit tests.
* vc4: Add support for depth clears and tests within a tile.Eric Anholt2014-08-111-4/+10
| | | | | | | | | This doesn't load/store the Z contents across submits yet. It also disables early Z, since it's going to require tracking of Z functions across multiple state updates to track the early Z direction and whether it can be used. v2: Move the key setup to before the search for the key.
* vc4: Initial skeleton driver import.Eric Anholt2014-08-081-0/+59
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)