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path: root/src/gallium/drivers/vc4/vc4_program.c
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* vc4: Lazily emit our FS/VS input loads.Eric Anholt2017-02-241-69/+80
* vc4: Refactor the load_input code out of the intrinsic code.Eric Anholt2017-02-241-25/+42
* vc4: Track the last block we emitted at the top level.Eric Anholt2017-02-241-5/+8
* vc4: Enable glSampleMask() even when !rasterizer->multisample.Eric Anholt2017-02-101-2/+1
* vc4: Use accurate 1/w in coordinate shader as well as vert shader.Eric Anholt2017-02-101-1/+1
* vc4: Avoid emitting small immediates for UBO indirect load address guards.Eric Anholt2017-02-101-4/+4
* vc4: Avoid an extra temporary and mov in ffloor/ffract/fceil.Eric Anholt2017-01-281-13/+18
* nir: Rename convert_to_ssa lower_regs_to_ssaJason Ekstrand2016-12-291-1/+1
* vc4: Enable NIR-based loop unrolling.Eric Anholt2016-12-291-0/+5
* treewide: s/comparitor/comparator/Ilia Mirkin2016-12-121-1/+1
* vc4: In a loop break/continue, jump if everyone has taken the path.Eric Anholt2016-11-301-10/+17
* vc4: Restructure texture insts as ALU ops with tex_[strb] as the dst.Eric Anholt2016-11-291-9/+25
* vc4: Refactor qir_get_op_nsrc(enum qop) to qir_get_nsrc(struct qinst *).Eric Anholt2016-11-291-1/+1
* gallium: fix more occurences of u_hash.hMarek Olšák2016-11-221-1/+1
* vc4: Try compiling our FSes in multithreaded mode on new kernels.Eric Anholt2016-11-161-2/+13
* vc4: Mark threaded FSes as non-singlethread in the CL.Eric Anholt2016-11-121-0/+2
* vc4: Flag the last thread switch in the program as the last.Eric Anholt2016-11-121-0/+11
* vc4: Add THRSW nodes after each tex sample setup in multithreaded mode.Eric Anholt2016-11-121-0/+25
* vc4: Clamp the shadow comparison value.Eric Anholt2016-11-091-0/+9
* vc4: Don't abort when a shader compile fails.Eric Anholt2016-11-091-4/+14
* vc4: Use Newton-Raphson on the 1/W write to fix glmark2 terrain.Eric Anholt2016-11-041-1/+1
* vc4: Make sure that vertex shader texture2D() calls use LOD 0.Eric Anholt2016-11-041-0/+10
* ralloc: use rzalloc where it's necessaryMarek Olšák2016-10-311-1/+1
* nir/i965/anv/radv/gallium: make shader info a pointerTimothy Arceri2016-10-261-3/+3
* vc4: Avoid making temporaries for assignments to NIR registers.Eric Anholt2016-10-211-35/+79
* vc4: Restructure the simulator mode.Eric Anholt2016-10-211-3/+0
* vc4: Fix live intervals analysis for screening defs in if statements.Eric Anholt2016-10-061-1/+4
* vc4: Fix assertion fails from trying to cast non-ALU instrs to ALU.Eric Anholt2016-10-061-0/+2
* nir: Make nir_foo_first/last_cf_node return a block insteadJason Ekstrand2016-10-061-4/+2
* nir: Allow opt_peephole_sel to be more aggressive in flattening IFs.Eric Anholt2016-09-221-1/+1
* nir: Report progress from nir_lower_phis_to_scalar.Kenneth Graunke2016-09-141-2/+1
* nir: Report progress from nir_lower_alu_to_scalar.Kenneth Graunke2016-09-141-1/+1
* vc4: Move the render job state into a separate structure.Eric Anholt2016-09-141-1/+2
* vc4: Handle discards while in control flow.Eric Anholt2016-08-291-6/+27
* vc4: Add support for fddx/fddyEric Anholt2016-08-251-0/+52
* vc4: Tell state_tracker that we would prefer NIR.Eric Anholt2016-08-221-7/+25
* vc4: Use proper type sizes for uniforms.Eric Anholt2016-08-221-4/+5
* vc4: Add VARYING_SLOT_PNTC support.Eric Anholt2016-08-221-4/+5
* nir: Define system values for vc4's blending-lowering arguments.Eric Anholt2016-08-221-25/+31
* vc4: Switch store_output to using nir_lower_io_to_scalar / component.Eric Anholt2016-08-191-5/+13
* vc4: Use the intrinsic's first_component for vattr VPM index.Eric Anholt2016-08-191-5/+1
* vc4: Convert to using nir_lower_io_scalar for FS inputs.Eric Anholt2016-08-191-3/+17
* vc4: Switch to using the intrinsic accessors.Eric Anholt2016-08-191-9/+10
* ttn: Make FRAG_RESULT_DEPTH be a float variable to match gtn and ptn.Eric Anholt2016-08-191-1/+1
* vc4: Dump the TGSI before trying to convert it to NIR.Eric Anholt2016-08-191-4/+3
* vc4: Move scalarizing and some lowering to link time.Eric Anholt2016-08-041-5/+12
* vc4: Avoid VS shader recompiles by keeping a set of FS inputs seen so far.Eric Anholt2016-08-041-12/+66
* vc4: Don't recompile the CS when the FS changes.Eric Anholt2016-08-041-0/+2
* vc4: Move FS inputs setup out to a helper function.Eric Anholt2016-08-041-34/+41
* vc4: Avoid generating a custom shader per level in glGenerateMipmaps().Eric Anholt2016-08-031-6/+4