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* mesa: remove Driver.NotifySaveBeginMarek Olšák2015-10-037-16/+3
* mesa: remove Driver.SaveFlushVerticesMarek Olšák2015-10-037-10/+5
* mesa: remove Driver.FlushVerticesMarek Olšák2015-10-037-16/+14
* mesa: remove Driver.BeginVerticesMarek Olšák2015-10-033-8/+2
* mesa: remove Driver.BindArrayObjectMarek Olšák2015-10-033-18/+0
* mesa: remove Driver.DeleteArrayObjectMarek Olšák2015-10-034-9/+2
* mesa: remove Driver.NewArrayObjectMarek Olšák2015-10-035-7/+3
* mesa: remove Driver.HintMarek Olšák2015-10-035-10/+0
* mesa: remove Driver.ColorMaskIndexedMarek Olšák2015-10-033-22/+5
* mesa: remove some Driver.Blend* hooksMarek Olšák2015-10-032-16/+0
* mesa: remove Driver.AccumMarek Olšák2015-10-035-11/+0
* mesa: remove Driver.ResizeBuffersMarek Olšák2015-10-034-11/+3
* mesa: remove Driver.DeleteShaderProgramMarek Olšák2015-10-034-8/+8
* mesa: remove Driver.NewShaderProgramMarek Olšák2015-10-035-6/+7
* mesa: remove Driver.DeleteShaderMarek Olšák2015-10-034-7/+7
* i965/wm: Make compute_barycentric_interp_modes take a nir_shader and a devinfoJason Ekstrand2015-10-021-24/+15
* i965: Use nir_foreach_variableJason Ekstrand2015-10-024-7/+7
* i965/nir: Remove the prog parameter from brw_nir_lower_inputsJason Ekstrand2015-10-021-4/+2
* i965/shader: Get rid of the shader, prog, and shader_prog fieldsJason Ekstrand2015-10-0219-99/+68
* i965/fs,vec4: Get rid of the sanity_param_countJason Ekstrand2015-10-025-31/+0
* i965/vec4: Use nir info instead of pulling things out of [shader_]progJason Ekstrand2015-10-023-10/+9
* i965/fs: Use the nir info instead of pulling things out of [shader_]progJason Ekstrand2015-10-023-20/+19
* i965/fs: Move sampler unit lookup into rescale_texcoordJason Ekstrand2015-10-023-14/+13
* i965/cs: Remove the prog argument from local_id_payload_dwordsJason Ekstrand2015-10-023-7/+5
* i965/backend_shader: Add a field to store the NIR shaderJason Ekstrand2015-10-028-41/+39
* nir: Add a a nir_shader_info structJason Ekstrand2015-10-021-0/+13
* nir/glsl: Take a gl_shader_program and a stage rather than a gl_shaderJason Ekstrand2015-10-021-2/+1
* i965: Move prog_data uniform setup to the codegen levelJason Ekstrand2015-10-026-17/+26
* i965: Move binding table setup to codegen time.Jason Ekstrand2015-10-0210-66/+67
* i965/shader: Pull assign_common_binding_table_offsets out of backend_shaderJason Ekstrand2015-10-025-11/+36
* i965/nir: Simplify uniform setupJason Ekstrand2015-10-022-24/+16
* i965/nir: Pull GLSL uniform handling into a common functionJason Ekstrand2015-10-026-151/+133
* i965/nir: Pull common ARB program uniform handling into a common functionJason Ekstrand2015-10-025-34/+70
* i965/vec4: Use the uniform count from nir_assign_var_locationsJason Ekstrand2015-10-021-21/+11
* i965/shader: Get rid of the setup_vec4_uniform_value helperJason Ekstrand2015-10-025-41/+0
* i965/shader: Pull setup_image_uniform_values out of backend_shaderJason Ekstrand2015-10-023-20/+42
* i965/vec4: Get rid of the uniform_vector_size arrayJason Ekstrand2015-10-025-18/+5
* i965/vec4: Use the actual channels used in pack_uniform_registersJason Ekstrand2015-10-021-14/+37
* i965: Pull stage_prog_data.nr_params out of the NIR shaderJason Ekstrand2015-10-024-24/+14
* i965/vs: Move lazy NIR creation to codegen_vs_progJason Ekstrand2015-10-022-12/+13
* i965/vec4: Delete the old vec4_vp codeJason Ekstrand2015-10-028-672/+0
* i965/vec4: Delete the old ir_visitor codeJason Ekstrand2015-10-026-2025/+2
* i965/vec4: Always use NIRJason Ekstrand2015-10-023-49/+14
* i965: don't forget to free image_param on prog_data freeIlia Mirkin2015-10-021-0/+1
* mesa: avoid leaking closure when iterating over a string_to_uint_mapIlia Mirkin2015-10-021-0/+1
* mesa: Add abs input modifier to base for POW in ffvertex_progDaniel Scharrer2015-10-011-3/+14
* i965/fs: Print reg and reg_offset separately for ATTR files.Kenneth Graunke2015-10-011-1/+1
* i965/nir: Refactor input/output lowering setup into helpers.Kenneth Graunke2015-10-011-20/+26
* nir: Allow nir_lower_io() to only lower one type of variable.Kenneth Graunke2015-10-011-2/+2
* mesa: fix incorrect error in _mesa_BindTextureUnit()Brian Paul2015-10-011-1/+2