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path: root/src/intel/vulkan/genX_pipeline.c
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* anv/pipeline: Properly handle unset gl_Layer and gl_ViewportIndexJason Ekstrand2017-04-041-3/+24
* anv/genX: Solve the vkCreateGraphicsPipelines crashXu,Randy2017-03-201-2/+2
* anv: Disable VF statistics for blorp and SOL memcpyJason Ekstrand2017-03-171-0/+9
* anv/pipeline: Enable clipper statisticsJason Ekstrand2017-03-171-0/+1
* anv: improve error reporting when creating pipelinesIago Toral Quiroga2017-03-161-2/+3
* anv: avoid crashes when failing to allocate batchesIago Toral Quiroga2017-03-161-0/+6
* anv: Store the user's VkAttachmentReferenceNanley Chery2017-03-021-4/+4
* anv: Take a device parameter in anv_state_flushJason Ekstrand2017-02-211-2/+1
* anv: Rename clflush_range and state_clflushJason Ekstrand2017-02-211-1/+1
* anv: Implement the Skylake stencil PMA optimizationJason Ekstrand2017-02-141-2/+4
* anv/pipeline: Be smarter about depth/stencil stateJason Ekstrand2017-02-141-34/+141
* anv/pipeline: Make a copy of VkPipelineDepthStencilStateCreateinfoJason Ekstrand2017-02-141-16/+18
* anv: Add support for the PMA fix on BroadwellJason Ekstrand2017-02-141-0/+42
* anv: Disable stencil writes when both write masks are zeroJason Ekstrand2017-02-141-2/+4
* anv/pipeline: set ThreadDispatchEnable conditionallyJuan A. Suarez Romero2017-02-061-23/+26
* anv: emit DrawID if neededLionel Landwerlin2017-02-021-1/+24
* anv: always allocate a vertex element with vertexid or instanceidLionel Landwerlin2017-02-021-12/+0
* anv: move BaseVertexID/BaseInstanceID vertex buffer index to 31Lionel Landwerlin2017-02-021-1/+1
* anv: limit vertex buffers to 31Lionel Landwerlin2017-02-021-1/+1
* anv: set UAV coherence required bit when neededIago Toral Quiroga2017-01-171-0/+51
* anv: Default PointSize to 1.0 if not written by the shaderJason Ekstrand2017-01-131-2/+10
* anv/pipeline: Replace get_fs_input_map with get_last_vue_prog_dataJason Ekstrand2017-01-131-16/+4
* anv: Emit 3DSTATE_HS/TE/DS packets.Kenneth Graunke2017-01-101-0/+89
* anv: add helper to get vue map for fragment shaderLionel Landwerlin2017-01-101-6/+1
* anv: don't skip the VUE header if we are reading gl_Layer in a fragment shaderIago Toral Quiroga2017-01-091-4/+16
* nir/i965: use two slots from inputs_read for dvec3/dvec4 vertex input attributesJuan A. Suarez Romero2017-01-091-6/+40
* anv: fix multiple creation with internal failureLionel Landwerlin2017-01-051-18/+20
* anv/pipeline: Make is_dual_src_blend_factor inlineJason Ekstrand2016-11-261-1/+1
* anv/pipeline: Make the temp blend attachment state pointer constJason Ekstrand2016-11-261-1/+3
* anv/gen7: only enable dual-source blending when there are dual-source factorsIlia Mirkin2016-11-231-3/+33
* anv/pipeline: Handle depth/stencil self-dependenciesJason Ekstrand2016-11-221-6/+24
* anv: Set clip/cull distances fields in packets.Kenneth Graunke2016-11-221-6/+26
* intel: Share URB configuration code between GL and Vulkan.Kenneth Graunke2016-11-191-150/+34
* intel: Convert devinfo->urb.min_*_entries into an array.Kenneth Graunke2016-11-191-3/+3
* intel: Convert devinfo->urb.max_*_entries into an array.Kenneth Graunke2016-11-191-4/+8
* anv/pipeline: Use get_scratch_space/address for compute shadersJason Ekstrand2016-11-161-9/+7
* anv: Move INTERFACE_DESCRIPTOR_DATA setup to the pipelineJason Ekstrand2016-11-161-0/+26
* anv/pipeline: Roll genX_pipeline_util.h into genX_pipeline.cJason Ekstrand2016-11-161-1/+1266
* anv/pipeline: Unify graphics_pipeline_createJason Ekstrand2016-11-161-0/+80
* anv/pipeline: Get rid of the kernel pointer fieldsJason Ekstrand2016-11-161-4/+0
* anv: move to using vk_alloc helpers.Dave Airlie2016-10-191-3/+3
* anv: Move Create*Pipelines into genX_cmd_buffer.cJason Ekstrand2016-10-141-2/+61
* anv: Get rid of graphics_pipeline_create_info_extraJason Ekstrand2016-10-141-2/+0
* anv: get rid of duplicated values from gen_device_infoLionel Landwerlin2016-09-231-2/+3
* anv: pipeline: use correct number of thread for computeLionel Landwerlin2016-09-211-1/+4
* anv: device: calculate compute thread numbers using subslices numbersLionel Landwerlin2016-09-211-1/+3
* anv: Refactor pipeline l3 config setupJason Ekstrand2016-09-031-2/+2
* anv: Rework pipeline cachingJason Ekstrand2016-08-301-2/+1
* anv/pipeline: Properly handle OOM during shader compilationJason Ekstrand2016-08-301-3/+7
* anv: Use different BOs for different scratch sizes and stagesJason Ekstrand2016-06-221-4/+4