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path: root/src/intel/vulkan/genX_pipeline.c
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* intel: Drop SURFACE_FORMAT enum from genxml.Kenneth Graunke2018-03-051-3/+3
* anv/icl: Don't use DISPATCH_MODE_SIMD4X2Anuj Phogat2018-02-161-0/+5
* anv/icl: Don't use SingleVertexDispatchAnuj Phogat2018-02-161-0/+2
* anv/icl: Don't set ResetGatewayTimerAnuj Phogat2018-02-161-0/+2
* anv/pipeline: remove the pipeline layout field from anv_pipelineIago Toral Quiroga2018-01-261-1/+0
* anv/pipeline: Don't look at blend state unless we have an attachmentJason Ekstrand2018-01-261-3/+3
* anv/pipeline: Don't assert on more than 32 samplersJason Ekstrand2018-01-231-1/+7
* anv: Take write mask into account in has_color_buffer_write_enabledAlex Smith2018-01-051-9/+18
* anv/cmd_buffer: Add support for pushing UBO rangesJason Ekstrand2017-12-081-1/+2
* anv: Fix assert about source attrs.Kenneth Graunke2017-10-271-1/+1
* anv: Drop URB entry output read handling in 3DSTATE_XS.Kenneth Graunke2017-10-271-26/+0
* anv: Add support for tessellation domain origin controlJason Ekstrand2017-09-201-10/+21
* spirv: Flip the tessellation winding orderJason Ekstrand2017-09-201-1/+12
* anv: use device->info instead of brw->is_*Lionel Landwerlin2017-08-301-1/+1
* anv: set right datatypes in anv_pipeline_bindingJuan A. Suarez Romero2017-08-301-1/+1
* anv: Mark functions used conditionally as UNUSEDMatt Turner2017-08-291-2/+2
* anv: Explicitly cast between different enumsMatt Turner2017-08-291-3/+3
* anv: Remove 'inline' keywordsMatt Turner2017-08-291-9/+9
* anv: Use BRW_BARYCENTRIC_NONPERSPECTIVE_BITS from common header.Rafael Antognolli2017-05-031-1/+2
* genxml: Normalize xml for 3DSTATE_MULTISAMPLE.Rafael Antognolli2017-05-031-2/+1
* genxml: Rename "Function Enable" to "Enable".Rafael Antognolli2017-05-031-3/+3
* genxml: 3DSTATE_VS rename Function Enable to Enable.Rafael Antognolli2017-05-031-1/+1
* genxml: Make "Reorder Mode" fields consistent.Kenneth Graunke2017-05-031-4/+0
* anv/cmd_buffer: Emit instanced draws for multiple viewsJason Ekstrand2017-05-031-3/+6
* genxml: Make BLEND_STATE command support variable length array.Rafael Antognolli2017-04-241-27/+38
* 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