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path: root/src/gallium/drivers/vc4/vc4_simulator_validate_shaders.c
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* vc4: Move the mirrored kernel code to a kernel/ directory.Eric Anholt2014-10-091-322/+0
| | | | Now this whole setup matches the kernel's file layout much more closely.
* vc4: Add support for stencil operations.Eric Anholt2014-09-181-1/+3
| | | | | | | While depth test state is passed through the fragment shader as sideband, data, the stencil test state has to be set by the fragment shader itself. Many tests are still failing, but this gets most of hiz/ passing.
* vc4: Add support for blending.Eric Anholt2014-08-151-0/+1
| | | | | | | | Passes blendminmax and blendsquare. glean's more serious blendFunc fails in simulation due to binner memory overflow (I really need to work around that), and fbo-blending-formats fails due to Mesa refusing one of the getter requests, even before it could fail due to the driver not actually supporting different formats yet.
* vc4: Clean up TMU write validation.Eric Anholt2014-08-111-77/+64
| | | | | | The comment conflicted with the support in the code, so I moved the TMU write validation to where the comment was, and dropped some dead arguments from the functions while changing their signatures.
* vc4: Update a comment about shader validationEric Anholt2014-08-111-4/+2
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* vc4: Rewrite the kernel ABI to support texture uniform relocation.Eric Anholt2014-08-111-0/+334
This required building a shader parser that would walk the program to find where the texturing-related uniforms are in the uniforms stream. Note that as of this commit, a new kernel is required for rendering on actual VC4 hardware (currently that commit is named "drm/vc4: Introduce shader validation and better command stream validation.", but is likely to be squashed as part of an eventual merge of the kernel driver).