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src
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gallium
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drivers
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vc4
/
vc4_state.c
Commit message (
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Author
Age
Files
Lines
*
vc4: Add labels to BOs for debug builds or with VC4_DEBUG=surf set.
Eric Anholt
2017-09-27
1
-0
/
+3
*
broadcom/vc4: Keep pipe_sampler_view->texture matching the original texture.
Eric Anholt
2017-09-26
1
-13
/
+21
*
vc4: Move rasterizer state packing to CSO creation time.
Eric Anholt
2017-06-30
1
-3
/
+14
*
vc4: Drop the u_resource_vtbl no-op layer.
Eric Anholt
2017-05-17
1
-2
/
+2
*
gallium: remove pipe_index_buffer and set_index_buffer
Marek Olšák
2017-05-10
1
-19
/
+0
*
gallium: s/uint/enum pipe_shader_type/ for set_constant_buffer()
Brian Paul
2017-03-08
1
-1
/
+2
*
vc4: Add miptree/texture state support for ETC1 compressed textures.
Eric Anholt
2016-11-03
1
-0
/
+3
*
vc4: Implement job shuffling
Eric Anholt
2016-09-14
1
-35
/
+1
*
vc4: Move the render job state into a separate structure.
Eric Anholt
2016-09-14
1
-12
/
+13
*
gallium: Use enum pipe_shader_type in set_sampler_views()
Kai Wasserbäch
2016-08-29
1
-2
/
+3
*
gallium: Use enum pipe_shader_type in bind_sampler_states() (v2)
Kai Wasserbäch
2016-08-29
1
-1
/
+1
*
vc4: Zero-initialize the hardware sampler view structure.
Eric Anholt
2016-07-31
1
-1
/
+1
*
vc4: Speed up glGenerateMipmaps by avoiding shadow baselevel.
Eric Anholt
2016-07-15
1
-2
/
+7
*
vc4: Drop VC4_DIRTY_TEXSTATE in favor of the per-stage flags.
Eric Anholt
2016-07-15
1
-4
/
+0
*
vc4: Remove dead dirty_samplers field.
Eric Anholt
2016-07-15
1
-4
/
+0
*
gallium: make constant_buffer const
Rob Clark
2016-06-20
1
-1
/
+1
*
vc4: Don't consider nr_samples==1 surfaces to be MSAA.
Eric Anholt
2015-12-15
1
-2
/
+2
*
vc4: Add support for drawing in MSAA.
Eric Anholt
2015-12-08
1
-0
/
+19
*
vc4: Add support for loading sample mask.
Eric Anholt
2015-12-04
1
-1
/
+1
*
vc4: Avoid loading undefined (newly-allocated) FBO contents.
Eric Anholt
2015-11-09
1
-0
/
+17
*
vc4: Return NULL when we can't make our shadow for a sampler view.
Eric Anholt
2015-11-09
1
-0
/
+4
*
vc4: Allow user index buffers, to avoid slow readback for shadow IBs.
Eric Anholt
2015-10-29
1
-1
/
+1
*
vc4: Convert blending to being done in 4x8 unorm normally.
Eric Anholt
2015-10-23
1
-1
/
+3
*
vc4: Cache the texture p1 for the sampler.
Eric Anholt
2015-07-14
1
-1
/
+54
*
vc4: Cache texture p0/p1 setup for the sampler view.
Eric Anholt
2015-07-14
1
-11
/
+24
*
vc4: Fix some -Wdouble-promotion warnings.
Eric Anholt
2015-07-14
1
-1
/
+1
*
vc4: Just stream out fallback IB contents.
Eric Anholt
2015-05-27
1
-18
/
+2
*
vc4: Don't forget to make our raster shadow textures non-raster.
Eric Anholt
2015-05-27
1
-0
/
+3
*
vc4: Update the shadow texture for public textures on every draw.
Eric Anholt
2015-04-15
1
-6
/
+1
*
vc4: When asked to sample from a raster texture, make a shadow tiled copy.
Eric Anholt
2015-04-13
1
-2
/
+9
*
vc4: Add support for enabling early Z discards.
Eric Anholt
2014-12-16
1
-0
/
+18
*
vc4: Don't throw out the index offset in the shadow index buffer path.
Eric Anholt
2014-12-11
1
-2
/
+1
*
vc4: Fix stencil writemask handling.
Eric Anholt
2014-10-21
1
-2
/
+2
*
vc4: Don't look at back stencil state unless two-sided stencil is enabled.
Eric Anholt
2014-10-21
1
-2
/
+6
*
vc4: Translate 4-byte index buffers to 2 bytes.
Eric Anholt
2014-10-19
1
-4
/
+21
*
vc4: Add support for rebasing texture levels so firstlevel == 0.
Eric Anholt
2014-10-19
1
-1
/
+25
*
vc4: Add support for user clip plane and gl_ClipVertex.
Eric Anholt
2014-10-15
1
-1
/
+3
*
vc4: Fix render target NPOT alignment at small miplevels.
Eric Anholt
2014-10-14
1
-3
/
+12
*
vc4: Mostly fix offset calculation for NPOT mipmap levels.
Eric Anholt
2014-10-09
1
-1
/
+12
*
vc4: Add support for point size setting.
Eric Anholt
2014-09-24
1
-2
/
+4
*
vc4: Actually add support for polygon offset.
Eric Anholt
2014-09-24
1
-1
/
+11
*
vc4: Add support for flat shading.
Eric Anholt
2014-09-23
1
-0
/
+7
*
vc4: Add support for stencil operations.
Eric Anholt
2014-09-18
1
-0
/
+71
*
vc4: Include stdio/stdlib in headers so I don't have to include it per file.
Eric Anholt
2014-08-22
1
-2
/
+0
*
vc4: Flip which primitives are considered front-facing.
Eric Anholt
2014-08-11
1
-1
/
+1
*
vc4: Add support for depth clears and tests within a tile.
Eric Anholt
2014-08-11
1
-3
/
+20
*
vc4: Switch to actually generating vertex and fragment shader code from TGSI.
Eric Anholt
2014-08-08
1
-2
/
+1
*
vc4: Initial skeleton driver import.
Eric Anholt
2014-08-08
1
-0
/
+444