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* nir: refactor nir_can_move_instrDaniel Schürmann2020-07-071-27/+24
* nir: also move vecN in case of nir_move_copiesDaniel Schürmann2020-07-071-1/+1
* turnip: use global bo for clear blit shadersJonathan Marek2020-07-073-94/+103
* aco: remove superflous (bool & exec) if the result comes from VOPCDaniel Schürmann2020-07-071-33/+24
* radv: enable zerovram for Quantic Dream gamesRhys Perry2020-07-071-0/+3
* nv50/ir/nir: fix cache mode conversionKarol Herbst2020-07-071-6/+3
* gv100/ir: fix coherent and volatile memory accessKarol Herbst2020-07-072-15/+10
* gv100/ir: implement sample shadingKarol Herbst2020-07-071-7/+45
* nv50/ir/nir: fix interpolation on explicit operationsKarol Herbst2020-07-071-2/+12
* iris: Fix fast-clearing of depth via glClearTex(Sub)ImageDanylo Piliaiev2020-07-071-1/+1
* merge gallium docs into main docsErik Faye-Lund2020-07-0730-8589/+0
* freedreno: Sync registers with envytoolsConnor Abbott2020-07-073-12/+136
* freedreno: Include adreno_pm4.xml.h before adreno_a6xx.xml.hConnor Abbott2020-07-073-0/+3
* gallium/swr: Fix compilation warningsjzielins2020-07-079-73/+34
* freedreno/a6xx: Force gl_Layer to 0 when necessaryConnor Abbott2020-07-071-0/+2
* tu: Force gl_Layer to 0 when necessaryConnor Abbott2020-07-071-0/+4
* ir3: Add layer_zero variant bitConnor Abbott2020-07-073-0/+67
* pan/decode: Make mapped memory read-only while decodingIcecream952020-07-073-3/+38
* panfrost: Expose MSAA 4xAlyssa Rosenzweig2020-07-071-3/+0
* panfrost: Save sample_mask before blittingAlyssa Rosenzweig2020-07-071-3/+1
* panfrost: Enable MSAA if we render to such a surfaceAlyssa Rosenzweig2020-07-071-0/+11
* panfrost: Set depth/stencil_layer_stride accordinglyAlyssa Rosenzweig2020-07-071-0/+11
* panfrost: Identify depth/stencil layer stridesAlyssa Rosenzweig2020-07-072-12/+11
* panfrost: Implement alpha-to-coverageAlyssa Rosenzweig2020-07-074-5/+7
* panfrost: Pass sample_mask to the hardwareAlyssa Rosenzweig2020-07-073-1/+9
* panfrost: Identify coverage_maskAlyssa Rosenzweig2020-07-073-17/+8
* panfrost: Don't advertise MSAA 2xAlyssa Rosenzweig2020-07-071-2/+3
* panfrost: Set layer_stride for multisampled renderingAlyssa Rosenzweig2020-07-071-0/+12
* panfrost: Include pointer for each sampleAlyssa Rosenzweig2020-07-071-11/+15
* panfrost: Index texture by sampleAlyssa Rosenzweig2020-07-077-10/+19
* panfrost: Allocate space for multisamplingAlyssa Rosenzweig2020-07-071-1/+14
* panfrost: Identify layer_strideAlyssa Rosenzweig2020-07-072-4/+6
* panfrost: Set depth to sample_count for MSAA 2DAlyssa Rosenzweig2020-07-071-2/+14
* pan/mdg: Use _VTX tag for texelFetch in frag shadersAlyssa Rosenzweig2020-07-071-1/+2
* pan/mdg: Handle nir_texop_txf_msAlyssa Rosenzweig2020-07-071-0/+1
* pan/mdg: Handle nir_tex_src_ms_indexAlyssa Rosenzweig2020-07-071-1/+2
* pan/mdg: Handle GLSL_SAMPLER_DIM_MSAlyssa Rosenzweig2020-07-071-0/+1
* pan/mdg: Allow ignoring move modeAlyssa Rosenzweig2020-07-071-6/+10
* pan/decode: Identify layered MSAA flagAlyssa Rosenzweig2020-07-072-1/+6
* pan/decode: Fix MSAA texture decodingAlyssa Rosenzweig2020-07-071-8/+6
* pan/mdg: Fix indirect UBO swizzlesAlyssa Rosenzweig2020-07-071-0/+5
* pan/mdg: Respect type/mask in mir_lower_special_readsAlyssa Rosenzweig2020-07-071-9/+10
* ir3: use empirical size for params as used by the shaderIlia Mirkin2020-07-062-8/+10
* bifrost: Set RTZ rounding mode for f2i conversionChris Forbes2020-07-061-0/+3
* tu: Enable KHR_variable_pointersConnor Abbott2020-07-063-4/+6
* tu: Rewrite variable loweringConnor Abbott2020-07-061-12/+166
* anv: garbage collect timeline semaphore when querying valueLionel Landwerlin2020-07-061-0/+1
* v3d: Enable perpendicular line caps when line smoothingNeil Roberts2020-07-061-0/+6
* v3d: Add a lowering pass for line smoothingNeil Roberts2020-07-0610-2/+230
* v3d: Handle the line width intrinsicsNeil Roberts2020-07-064-0/+30