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* i965/fs_nir: Don't dump the shader.Jason Ekstrand2015-01-151-5/+0
* i965/fs_nir: Properly saturate multipliesJason Ekstrand2015-01-151-1/+1
* i965/fs_nir: Handle SSA constantsJason Ekstrand2015-01-151-17/+33
* i965/fs_nir: Use an array rather than a hash table for register lookupJason Ekstrand2015-01-153-23/+30
* i965/fs_nir: Add the CSE pass and actually run in a loopJason Ekstrand2015-01-151-13/+18
* nir: Add a fused multiply-add peepholeJason Ekstrand2015-01-151-0/+2
* i965/fs_nir: Turn on the peephole select optimizationJason Ekstrand2015-01-151-0/+2
* i965/fs_nir: Validate optimization passesJason Ekstrand2015-01-151-8/+15
* nir: Differentiate between signed and unsigned versions of find_msbJason Ekstrand2015-01-151-6/+8
* i965/fs_nir: Do retyping for ALU srouces in get_nir_alu_srcJason Ekstrand2015-01-151-15/+8
* nir: Add an SSA-based liveness analysis pass.Jason Ekstrand2015-01-151-0/+1
* i965/fs_nir: Convert the shader to/from SSAJason Ekstrand2015-01-151-0/+9
* i965/fs_nir: Don't duplicate emit_general_interpolationJason Ekstrand2015-01-152-110/+4
* i965/fs: Don't take an ir_variable for emit_general_interpolationJason Ekstrand2015-01-154-35/+41
* i965/fs_nir: Add atomic counters supportJason Ekstrand2015-01-151-3/+22
* i965/fs_nir: Handle coarse/fine derivativesJason Ekstrand2015-01-151-0/+18
* i965/fs_nir: Add support for sample_pos and sample_idJason Ekstrand2015-01-151-3/+14
* Fix up varying pull constantsJason Ekstrand2015-01-151-1/+1
* i965/fs_nir: Use the correct texture offset immediateJason Ekstrand2015-01-151-4/+3
* i965/fs_nir: Use the correct types for texture inputsJason Ekstrand2015-01-151-7/+25
* i965/fs_nir: Make the sampler register always unsignedJason Ekstrand2015-01-151-2/+2
* i965/fs: Only use nir for 8-wide non-fast-clear shaders.Jason Ekstrand2015-01-151-1/+2
* i965/fs: add a NIR frontendConnor Abbott2015-01-155-4/+1756
* i965/fs: Don't pass through the coordinate typeConnor Abbott2015-01-153-22/+21
* i965/fs: make emit_fragcoord_interpolation() not take an ir_variableConnor Abbott2015-01-154-9/+14
* mesa: Micro-optimize _mesa_is_valid_prim_modeIan Romanick2015-01-141-18/+12
* mesa: Check for vertex program the same way in desktop GL and ESIan Romanick2015-01-141-11/+3
* mesa: Drop index buffer bounds checkIan Romanick2015-01-141-48/+7
* mesa: Only check for a current vertex shader in core profileIan Romanick2015-01-141-1/+13
* mesa: Only validate shaders that can exist in the contextIan Romanick2015-01-141-29/+49
* i965: Store the atoms directly in the contextIan Romanick2015-01-142-4/+17
* i965: Micro-optimize brw_get_index_typeIan Romanick2015-01-143-14/+23
* meta: Put _mesa_meta_in_progress in the header fileIan Romanick2015-01-142-12/+5
* i965: Fix "vertex" vs. "geometry" and "VS" vs. "GS" in debug output.Kenneth Graunke2015-01-144-10/+21
* i965: Pass a shader stage abbreviation to fs_generator().Kenneth Graunke2015-01-145-11/+15
* mesa: rename RGBA8888_* format constants to something appropriate.Iago Toral Quiroga2015-01-146-22/+22
* i965/miptree_map_blit: Don't do the initial copy if INVALIDATE_RANGE is setJason Ekstrand2015-01-131-8/+15
* mesa/glsl/glapi: enable GL_EXT_draw_buffers extensionTapani Pälli2015-01-142-2/+5
* i965/fs: Allow constant propagation between different typesJason Ekstrand2015-01-131-2/+2
* mesa: Enable GL_RGB/GL_RGBA in GLES3 glGetInternalformativMike Mason2015-01-132-7/+15
* mesa: Fix error reporting for some cases of incomplete FBO attachmentsIago Toral Quiroga2015-01-131-1/+1
* mesa: Returns a GL_INVALID_VALUE error if num of texs in glDeleteTextures is ...Eduardo Lima Mitev2015-01-131-0/+5
* mesa: Returns a GL_INVALID_VALUE error if num of fbos in glDeleteRenderbuffer...Eduardo Lima Mitev2015-01-131-0/+5
* mesa: Returns a GL_INVALID_VALUE error if num of fbos in glDeleteFramebuffers...Eduardo Lima Mitev2015-01-131-0/+5
* mesa: Allows querying GL_SAMPLER_BINDING on GLES3 profileEduardo Lima Mitev2015-01-131-4/+5
* main: round floating-point value to nearest integer in glGetSamplerParameteriv()Samuel Iglesias Gonsalvez2015-01-131-4/+16
* main: round floating-point value to nearest integer in glGetTexParameteriv()Samuel Iglesias Gonsalvez2015-01-131-5/+12
* main: fix return GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL valueSamuel Iglesias Gonsalvez2015-01-131-1/+2
* i965: Fix bitcast operations with negate (ceil)Iago Toral Quiroga2015-01-132-8/+14
* mesa: Depth and stencil attachments must be the same in OpenGL ES3Iago Toral Quiroga2015-01-131-0/+20