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path: root/src/gallium/drivers/vc4
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* vc4: Add support for ARL and indirect register access on TGSI_FILE_CONSTANT.Eric Anholt2014-10-2810-34/+407
* vc4: Fix mixup of return type in reloc_tex().Eric Anholt2014-10-281-2/+2
* vc4: Drop redundant check for is_tmu_write().Eric Anholt2014-10-281-3/+0
* vc4: Don't forget to validate code that's got PROG_END on it.Eric Anholt2014-10-281-5/+6
* vc4: Add .dir-locals.el for kernel style in the kernel code.Eric Anholt2014-10-281-0/+12
* vc4: Fix a couple missing '\n's in error output.Eric Anholt2014-10-282-2/+2
* gallium: introduce PIPE_CAP_CLIP_HALFZ.Mathias Fröhlich2014-10-241-0/+1
* vc4: Reuse uniform_data/contents indices when making uniforms.Eric Anholt2014-10-241-0/+7
* vc4: When asked to discard-map a whole resource, discard it.Eric Anholt2014-10-241-14/+28
* vc4: Refactor flushing before mapping a BO.Eric Anholt2014-10-243-12/+13
* vc4: Allow dead code elimination of unused varyings.Eric Anholt2014-10-245-5/+31
* vc4: Add debug output to match shaderdb info to program dumps.Eric Anholt2014-10-244-7/+29
* gallium: add PIPE_SHADER_CAP_MAX_OUTPUTS and use it in st/mesaMarek Olšák2014-10-211-0/+2
* vc4: Fix SRC_ALPHA_SATURATE blending.Eric Anholt2014-10-211-3/+11
* vc4: Fix stencil writemask handling.Eric Anholt2014-10-211-2/+2
* vc4: Don't look at back stencil state unless two-sided stencil is enabled.Eric Anholt2014-10-211-2/+6
* vc4: Translate 4-byte index buffers to 2 bytes.Eric Anholt2014-10-194-10/+92
* vc4: Add support for rebasing texture levels so firstlevel == 0.Eric Anholt2014-10-195-3/+83
* vc4: Apply a Newton-Raphson step to improve RSQEric Anholt2014-10-181-2/+20
* vc4: Apply a Newton-Raphson step to improve RCP.Eric Anholt2014-10-181-1/+17
* vc4: Add a little bit more packet parsing to make dump reading easier.Eric Anholt2014-10-181-19/+114
* vc4: Make some assertions about how many flushes/EOFs the simulator sees.Eric Anholt2014-10-174-9/+26
* vc4: Fix accidental dropping of the low bits of the store tilebuffer packet.Eric Anholt2014-10-171-3/+5
* vc4: Set the primitive list format at the start of rendering.Eric Anholt2014-10-172-0/+15
* vc4: Replace the FLUSH_ALL with FLUSH.Eric Anholt2014-10-171-1/+3
* vc4: Add some comments about state management.Eric Anholt2014-10-172-0/+11
* vc4: Make sure there's exactly 1 tile store per tile coords packet.Eric Anholt2014-10-171-15/+64
* vc4: correctly include the source filesEmil Velikov2014-10-162-3/+1
* vc4: Fix the uniform debug output.Eric Anholt2014-10-151-1/+1
* vc4: Add support for user clip plane and gl_ClipVertex.Eric Anholt2014-10-155-4/+91
* vc4: Move the output semantics setup to a helper.Eric Anholt2014-10-151-16/+28
* vc4: Fix render target NPOT alignment at small miplevels.Eric Anholt2014-10-141-3/+12
* vc4: Add support for having 0 vertex elements used.Eric Anholt2014-10-142-6/+47
* vc4: Write the VPM read setup multiple times to queue all the inputs.Eric Anholt2014-10-131-3/+18
* vc4: Add support for the TXL opcode.Eric Anholt2014-10-131-5/+15
* vc4: Improve the accuracy of SIN and COS.Eric Anholt2014-10-131-11/+17
* vc4: Match VS outputs to FS inputs.Eric Anholt2014-10-133-18/+135
* vc4: Add support for the CEIL opcode.Eric Anholt2014-10-131-0/+22
* vc4: Add support for the SSG opcode.Eric Anholt2014-10-131-0/+12
* vc4: Use the fnv1 hash function instead of gallium util's crc32.Eric Anholt2014-10-101-2/+3
* vc4: Don't look up the compiled shaders unless state has changed.Eric Anholt2014-10-103-0/+28
* vc4: Actually clear the context's dirty flags.Eric Anholt2014-10-101-0/+1
* vc4: Optimize the other case of SEL_X_Y wih a 0 -> SEL_X_0(a).Eric Anholt2014-10-101-1/+23
* vc4: Optimize out adds of 0.Eric Anholt2014-10-091-0/+26
* vc4: Optimize fmul(x, 0) and fmul(x, 1).Eric Anholt2014-10-091-0/+45
* vc4: Factor out the turn-it-into-a-mov in opt_algebraic.Eric Anholt2014-10-091-10/+12
* vc4: Eliminate unused texture instructions.Eric Anholt2014-10-091-1/+21
* vc4: Dead code eliminate unused SF instructions.Eric Anholt2014-10-091-7/+26
* vc4: Prevent copy propagating out the MOVs from r4.Eric Anholt2014-10-091-1/+11
* vc4: Split the coordinate shader to its own vc4_compiled_shader.Eric Anholt2014-10-093-89/+54