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* intel/isl: Rework the asserts and fails in isl_surf_get_ccsJason Ekstrand2016-11-171-2/+7
* anv/cmd_buffer: Refactor surface state relocation handlingJason Ekstrand2016-11-171-13/+22
* anv/cmd_buffer: Pull add_surface_state_reloc into genX_cmd_buffer.cJason Ekstrand2016-11-172-16/+14
* anv/image: Stop force-disabling AUXJason Ekstrand2016-11-171-4/+0
* mesa: Add missing call to _mesa_unlock_debug_state(ctx); v2Tom Stellard2016-11-171-1/+3
* egl: fix helper function nameEric Engestrom2016-11-171-4/+4
* egl/x11: misc style fixesEric Engestrom2016-11-172-2/+2
* egl: fix function name in debug stringEric Engestrom2016-11-171-1/+1
* nir/spirv: Fix handling of gl_PrimitiveIdJason Ekstrand2016-11-161-2/+6
* anv/fence: Handle ANV_FENCE_CREATE_SIGNALED_BITJason Ekstrand2016-11-161-1/+5
* anv: Handle null in all destructorsJason Ekstrand2016-11-169-1/+65
* util/vk_alloc: Ensure NULL is handled correctly in vk_freeJason Ekstrand2016-11-161-0/+3
* anv/device: Silence a 32-bit warningJason Ekstrand2016-11-161-1/+2
* nir: Avoid an extra NIR op in integer divide lowering.Eric Anholt2016-11-161-2/+1
* vc4: Try compiling our FSes in multithreaded mode on new kernels.Eric Anholt2016-11-165-2/+20
* vc4: Add support for ETC1 textures if the kernel is new enough.Eric Anholt2016-11-164-5/+18
* vc4: Fix simulator mode missing-GETPARAM debug info.Eric Anholt2016-11-161-1/+1
* vc4: Fix resource leak in register allocation failure path.Mun Gwan-gyeong2016-11-161-0/+2
* glsl: stub out _mesa_reference_program() in standalone compilerTimothy Arceri2016-11-172-0/+12
* st/mesa/r200/i915/i965: move ARB program fields into a unionTimothy Arceri2016-11-1725-307/+319
* st/mesa: stop initialing Instructions and NumInstructionsTimothy Arceri2016-11-172-6/+0
* mesa: make use of ralloc when creating ARB asm gl_program fieldsTimothy Arceri2016-11-1714-74/+60
* mesa: remove unused Comment field in prog_instructionTimothy Arceri2016-11-173-38/+12
* i965: get num_abos from shader_info rather than gl_linked_shaderTimothy Arceri2016-11-177-15/+24
* mesa/glsl: copy num_abos to gl_programTimothy Arceri2016-11-172-1/+1
* i965: get num_images from shader_info rather than gl_linked_shaderTimothy Arceri2016-11-1714-35/+46
* mesa/glsl: copy num_images to gl_programTimothy Arceri2016-11-172-1/+2
* nir: add support for counting AoA uniforms in nir_shader_gather_info()Timothy Arceri2016-11-171-2/+2
* i965: only try print GLSL IR once when using INTEL_DEBUG to dump irTimothy Arceri2016-11-179-37/+21
* anv/descriptor_set: Put the whole state in the state free listJason Ekstrand2016-11-161-5/+4
* anv/descriptor_set: Write the state offset in the surface state free list.Jason Ekstrand2016-11-161-0/+1
* compiler: remove now unused copy_shader_info() declarationTimothy Arceri2016-11-171-7/+0
* compiler: include shader_enums.h in shader_info.hTimothy Arceri2016-11-171-0/+2
* swr: [rasterizer core] fix clear with multiple color attachmentsTim Rowley2016-11-166-52/+40
* Partial revert "i965: "Fix" aux offsets"Ben Widawsky2016-11-161-2/+1
* i965: "Fix" aux offsetsBen Widawsky2016-11-161-2/+3
* anv/blorp: Handle VK_ATTACHMENT_UNUSED in CmdClearAttachmentsJason Ekstrand2016-11-161-0/+8
* Allocate a null state whenever there is depth/stencilJason Ekstrand2016-11-161-9/+10
* anv: Set framebuffer to NULL in secondary command buffersJason Ekstrand2016-11-161-2/+1
* anv/blorp: Use the new clear_attachments entrypoint for attachment clearsJason Ekstrand2016-11-161-41/+50
* anv/blorp: Break the guts of alloc_binding_table into a shared helperJason Ekstrand2016-11-163-16/+33
* anv: Bring back anv_cmd_buffer_emit_state_base_addressJason Ekstrand2016-11-162-0/+20
* intel/blorp: Add a clear_attachments entrypointJason Ekstrand2016-11-163-2/+173
* intel/blorp: Add capability to use pre-baked binding tablesJason Ekstrand2016-11-162-20/+27
* intel/blorp: Add support for vertex shadersJason Ekstrand2016-11-163-6/+82
* intel/blorp: Use an actual chunk of vertex buffer for the VUE headerJason Ekstrand2016-11-161-33/+34
* blorp/exec: Use uint32_t for copying varying dataJason Ekstrand2016-11-161-2/+2
* intel/blorp: Handle NIR clear inputs the same way as blit inputsJason Ekstrand2016-11-163-11/+17
* intel/blorp: Remove NIR support for uniformsJason Ekstrand2016-11-161-23/+1
* intel/blorp: Add a shader type to make keys more uniqueJason Ekstrand2016-11-163-7/+18