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* st/glsl_to_nir: call nir_lower_load_const_to_scalar() in the stTimothy Arceri2019-01-021-2/+0
* radeonsi: make use of ac_are_tessfactors_def_in_all_invocs()Timothy Arceri2019-01-021-8/+2
* radeonsi: remove unrequired param in si_nir_scan_tess_ctrl()Timothy Arceri2019-01-023-3/+1
* tgsi/scan: correctly walk instructions in tgsi_scan_tess_ctrl()Timothy Arceri2019-01-021-29/+43
* tgsi/scan: fix loop exit point in tgsi_scan_tess_ctrl()Timothy Arceri2019-01-021-1/+1
* nv30: disable rendering to 3D texturesIlia Mirkin2019-01-011-0/+6
* nv30: fix some s3tc layout issuesIlia Mirkin2018-12-302-7/+26
* nv30: use correct helper to get blocks in y directionIlia Mirkin2018-12-301-1/+1
* nv30: add support for multi-layer transfersIlia Mirkin2018-12-301-4/+35
* nv30: fix rare issue with fp unbinding not finding the bufctxIlia Mirkin2018-12-301-1/+1
* nv30: avoid setting user_priv without setting cur_ctxIlia Mirkin2018-12-301-3/+1
* v3d: Add support for requesting the sample offsets.Eric Anholt2018-12-301-0/+22
* v3d: Hook up some shader-db output to GL_ARB_debug_output.Eric Anholt2018-12-301-0/+12
* v3d: Add a "precompile" debug flag for shader-db.Eric Anholt2018-12-291-0/+76
* meson: Override C++ standard to gnu++11 when building with altivec on ppc64Dylan Baker2018-12-281-0/+3
* radeonsi: Enable adaptive_sync by default for radeonNicholas Kazlauskas2018-12-281-0/+4
* etnaviv: Consolidate buffer references from framebuffersTomeu Vizoso2018-12-283-10/+9
* virgl/vtest: fix front buffer flush with protocol version 0.Dave Airlie2018-12-281-1/+1
* nv50,nvc0: add missing CAPs for unsupported featuresIlia Mirkin2018-12-262-0/+3
* nvc0: enable GL_NV_shader_atomic_float on pre-MaxwellIlia Mirkin2018-12-261-0/+2
* nv50/ir: add support for converting ATOMFADD to proper irIlia Mirkin2018-12-261-0/+4
* gallium: add PIPE_CAP_TGSI_ATOMFADD to indicate supportIlia Mirkin2018-12-263-0/+4
* tgsi: add ATOMFADD operationIlia Mirkin2018-12-266-2/+23
* gallium/ttn: Fix setup of outputs_written.Eric Anholt2018-12-261-1/+1
* st/nine: Increase the limit of cached ff shadersAxel Davy2018-12-231-2/+2
* st/nine: Add src reference to nine_context_range_uploadAxel Davy2018-12-233-1/+8
* st/nine: Bind src not dst in nine_context_box_uploadAxel Davy2018-12-234-6/+6
* st/nine: Fix volumetexture dtor on ctor failureAxel Davy2018-12-231-1/+2
* st/nine: Switch to presentation buffer if resize is detectedAxel Davy2018-12-231-1/+36
* st/nine: Use helper to release swapchain buffers laterAxel Davy2018-12-232-8/+42
* freedreno/a6xx: fix 3d texture layoutRob Clark2018-12-223-3/+15
* freedreno: update generated headersRob Clark2018-12-227-21/+28
* freedreno/a6xx: improve setup_slices() debug msgsRob Clark2018-12-221-6/+5
* freedreno/a6xx: simplify special case for 3d layoutRob Clark2018-12-221-9/+10
* freedreno: combine fd_resource_layer_offset()/fd_resource_offset()Rob Clark2018-12-221-13/+2
* gallivm: abort when trying to use non-existing intrinsicRoland Scheidegger2018-12-211-0/+10
* gallivm: don't use pavg.b intrinsic on llvm >= 6.0Roland Scheidegger2018-12-212-51/+95
* pipe-loader: meson: reference correct libraryEmil Velikov2018-12-131-1/+1
* vc4: Hook up perf_debug() output to GL_ARB_debug_output as well.Eric Anholt2018-12-202-0/+3
* vc4: Wire up core pipe_debug_callbackRhys Kidd2018-12-202-0/+14
* v3d: Hook up perf_debug() output to GL_ARB_debug output as well.Eric Anholt2018-12-202-0/+3
* v3d: Wire up core pipe_debug_callbackRhys Kidd2018-12-202-0/+14
* v3d: Drop shadow comparison state from shader variant key.Eric Anholt2018-12-201-2/+0
* v3d: Fix simulator mode on i915 render nodes.Eric Anholt2018-12-201-28/+73
* gallivm: use llvm jit code for decoding s3tcRoland Scheidegger2018-12-207-383/+2239
* v3d: Load and store aligned utiles all at once.Eric Anholt2018-12-191-8/+114
* vc4: Move the utile load/store functions to a header for reuse by v3d.Eric Anholt2018-12-192-202/+11
* v3d: Implement texture_subdata to reduce teximage upload copies.Eric Anholt2018-12-191-29/+85
* v3d: Remove dead prototypes for load/store utile functions.Eric Anholt2018-12-191-2/+0
* v3d: Don't try to create shadow tiled temporaries for 1D textures.Eric Anholt2018-12-191-1/+2