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* vc4: Refactor uniform handling.Eric Anholt2014-08-081-27/+27
* vc4: Add support for the LRP opcode.Eric Anholt2014-08-081-0/+20
* vc4: Add copy propagation between temps.Eric Anholt2014-08-084-0/+81
* vc4: Add dead code elimination.Eric Anholt2014-08-084-3/+94
* vc4: Add an initial pass of algebraic optimization.Eric Anholt2014-08-085-4/+125
* vc4: Add support for CMP.Eric Anholt2014-08-084-1/+48
* vc4: Make scheduling of NOPs a separate step from QIR -> QPU translation.Eric Anholt2014-08-083-90/+212
* vc4: Add WIP support for varyings.Eric Anholt2014-08-086-8/+59
* vc4: Use r3 instead of r5 for temps, since r5 only has 32 bits of storageEric Anholt2014-08-081-8/+8
* vc4: Fix emit of ABSEric Anholt2014-08-081-1/+11
* vc4: Add shader variant caching to handle FS output swizzle.Eric Anholt2014-08-083-65/+232
* vc4: Load the tile buffer before incrementally drawing.Eric Anholt2014-08-082-27/+50
* vc4: Don't reallocate the tile alloc/state bos every frame.Eric Anholt2014-08-082-10/+21
* vc4: Add VC4_DEBUG env optionEric Anholt2014-08-085-14/+63
* vc4: Add support for SNE/SEQ/SGE/SLT.Eric Anholt2014-08-086-11/+96
* vc4: Use the user's actual first vertex attribute.Eric Anholt2014-08-084-35/+70
* vc4: Fix UBO allocation when no uniforms are used.Eric Anholt2014-08-081-1/+2
* vc4: Add initial support for math opcodesEric Anholt2014-08-082-1/+41
* vc4: Switch to actually generating vertex and fragment shader code from TGSI.Eric Anholt2014-08-0812-247/+1243
* vc4: Start converting the driver to use vertex shaders.Eric Anholt2014-08-083-45/+177
* vc4: Initial skeleton driver import.Eric Anholt2014-08-0825-0/+4430