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path: root/src/gallium/drivers/vc4/vc4_program.c
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* vc4: Convert from simple_list.h to list.hEric Anholt2015-05-291-3/+1
* nir: Get rid of the array elements parameter on load/store intrinsicsJason Ekstrand2015-05-201-6/+0
* Fix a few typosZoë Blade2015-04-271-1/+1
* vc4: Use NIR-level lowering for idiv.Eric Anholt2015-04-131-11/+1
* vc4: Add a bunch of type conversions.Eric Anholt2015-04-131-0/+12
* vc4: Add support for nir_iabs.Eric Anholt2015-04-021-0/+5
* vc4: Add shader-db dumping of NIR instruction count.Eric Anholt2015-04-011-0/+29
* vc4: Convert to consuming NIR.Eric Anholt2015-04-011-712/+686
* vc4: Tell shader-db how big our UBOs are, if present.Eric Anholt2015-04-011-0/+6
* vc4: Don't bother masking out the low 24 bits for integer multipliesEric Anholt2015-03-301-12/+8
* vc4: Make integer multiply use 24 bits for the low parts.Eric Anholt2015-03-301-5/+5
* vc4: Move qir_uniform() and the constant-value versions to vc4_qir.c/h.Eric Anholt2015-02-191-45/+0
* vc4: Enforce one-uniform-per-instruction after optimization.Eric Anholt2015-02-191-33/+17
* vc4: Rename add_uniform() to qir_uniform().Eric Anholt2015-02-191-15/+15
* vc4: Make SF be a flag on the QIR instructions.Eric Anholt2015-02-121-0/+6
* vc4: Fix point size handling when it's the first output.Eric Anholt2015-01-291-1/+1
* vc4: Fix texture type masking.Eric Anholt2015-01-151-1/+1
* vc4: Colormask should apply after all other fragment ops (like logic op).Eric Anholt2015-01-151-9/+18
* vc4: Clamp the inputs to the blend equation to [0, 1].Eric Anholt2015-01-111-1/+10
* vc4: Add a little helper for clamping to [0,1].Eric Anholt2015-01-111-4/+10
* vc4: Fix up statechange management for uncompiled/compiled FS/VS.Eric Anholt2015-01-111-6/+6
* vc4: Cook up the draw-time VPM setup info during shader compile.Eric Anholt2015-01-101-5/+14
* vc4: Redo VPM reads as a read file.Eric Anholt2015-01-101-5/+4
* vc4: Pack VPM attr contents according to just the size of the attribute.Eric Anholt2015-01-101-9/+3
* vc4: Restructure color packing as a series of channel replacements.Eric Anholt2015-01-101-22/+12
* vc4: Fix scaling W projection of the Z coordinate when there's a Z offset.Eric Anholt2015-01-061-3/+3
* vc4: Fix deletion from the program cache.Eric Anholt2015-01-061-1/+1
* vc4: Handle unaligned accesses in CL emits.Eric Anholt2014-12-251-25/+26
* vc4: Optimize CL emits by doing size checks up front.Eric Anholt2014-12-241-0/+3
* vc4: Add support for 32-bit signed norm/scaled vertex attrs.Eric Anholt2014-12-151-0/+10
* vc4: Add support for 16-bit signed/unsigned norm/scaled vertex attrs.Eric Anholt2014-12-151-0/+31
* vc4: Add support for 8-bit unnormalized vertex attrs.Eric Anholt2014-12-151-11/+19
* vc4: Refactor vertex attribute conversions a bit.Eric Anholt2014-12-151-25/+40
* vc4: Rename UNPACK_8* to UNPACK_8*_F.Eric Anholt2014-12-151-1/+1
* vc4: Add support for UMAD.Eric Anholt2014-12-151-0/+9
* vc4: Fix leaks of the compiled shaders' keys.Eric Anholt2014-12-141-1/+1
* vc4: Fix leak of the compiled shader programs in the cache.Eric Anholt2014-12-141-0/+21
* vc4: Switch to using the util/ hash table.Eric Anholt2014-12-141-53/+32
* vc4: Consider FS backface color loads as color inputs as well.Eric Anholt2014-12-111-1/+4
* vc4: Add support for GL 1.0 logic ops.Eric Anholt2014-12-081-2/+60
* vc4: Add support for TGSI_OPCODE_UCMP.Eric Anholt2014-12-081-0/+12
* vc4: Mark a big array as const.Eric Anholt2014-11-181-1/+1
* vc4: Avoid reusing a pointer from c->outputs[] after add_output().Eric Anholt2014-11-121-5/+6
* vc4: Fix assumption of TGSI OUT[0] being POSITION in the VS.Eric Anholt2014-11-121-5/+5
* vc4: Add support for ARL and indirect register access on TGSI_FILE_CONSTANT.Eric Anholt2014-10-281-6/+146
* vc4: Reuse uniform_data/contents indices when making uniforms.Eric Anholt2014-10-241-0/+7
* vc4: Allow dead code elimination of unused varyings.Eric Anholt2014-10-241-0/+15
* vc4: Add debug output to match shaderdb info to program dumps.Eric Anholt2014-10-241-6/+18
* vc4: Fix SRC_ALPHA_SATURATE blending.Eric Anholt2014-10-211-3/+11
* vc4: Add support for rebasing texture levels so firstlevel == 0.Eric Anholt2014-10-191-1/+2