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* freedreno: update generated headersRob Clark2018-12-227-21/+28
* freedreno/a6xx: improve setup_slices() debug msgsRob Clark2018-12-221-6/+5
* freedreno/a6xx: simplify special case for 3d layoutRob Clark2018-12-221-9/+10
* freedreno: combine fd_resource_layer_offset()/fd_resource_offset()Rob Clark2018-12-221-13/+2
* freedreno/ir3: don't treat all inputs/outputs as vec4Rob Clark2018-12-222-14/+38
* freedreno/ir3: fix fallout of extra assertRob Clark2018-12-211-1/+1
* st/nir: Drop unused gl_program parameter in VS input handling helper.Kenneth Graunke2018-12-211-2/+2
* st/nir: Gather info after applying lowering FS variant featuresKenneth Graunke2018-12-211-0/+4
* st/mesa: Combine the DrawPixels and Bitmap passthrough VS programs.Kenneth Graunke2018-12-214-33/+22
* st/mesa: Don't open code the drawpixels vertex shader.Kenneth Graunke2018-12-211-27/+11
* st/mesa: Drop !passColor optimization in drawpixels shaders.Kenneth Graunke2018-12-212-28/+20
* st/mesa: Drop dead 'passthrough_fs' field.Kenneth Graunke2018-12-211-2/+0
* radv: Fix wrongly positioned paren.Bas Nieuwenhuizen2018-12-211-1/+1
* gallivm: abort when trying to use non-existing intrinsicRoland Scheidegger2018-12-211-0/+10
* gallivm: don't use pavg.b intrinsic on llvm >= 6.0Roland Scheidegger2018-12-212-51/+95
* glx/test: meson: assorted include fixesEmil Velikov2018-12-121-2/+2
* glx: meson: wire up the dispatch-index-check testEmil Velikov2018-12-121-0/+5
* glx: meson: drop includes from a link-only libraryEmil Velikov2018-12-121-1/+0
* TODO: glx: meson: build dri based glx tests, only with -Dglx=driEmil Velikov2018-12-122-19/+16
* pipe-loader: meson: reference correct libraryEmil Velikov2018-12-131-1/+1
* vc4: Hook up perf_debug() output to GL_ARB_debug_output as well.Eric Anholt2018-12-202-0/+3
* vc4: Wire up core pipe_debug_callbackRhys Kidd2018-12-202-0/+14
* v3d: Hook up perf_debug() output to GL_ARB_debug output as well.Eric Anholt2018-12-202-0/+3
* v3d: Wire up core pipe_debug_callbackRhys Kidd2018-12-202-0/+14
* v3d: Drop shadow comparison state from shader variant key.Eric Anholt2018-12-202-4/+0
* v3d: Fix simulator mode on i915 render nodes.Eric Anholt2018-12-201-28/+73
* radv: enable shaderStorageImageMultisample feature on GFX8+Samuel Pitoiset2018-12-203-4/+4
* radv: add support for FMASK expandSamuel Pitoiset2018-12-207-0/+335
* radv: initialize FMASK for images in fully expanded modeSamuel Pitoiset2018-12-204-0/+39
* ac/nir: restrict fmask lookup to image load intrinsicsSamuel Pitoiset2018-12-201-1/+1
* spirv: add support for SpvCapabilityStorageImageMultisampleSamuel Pitoiset2018-12-202-1/+5
* radv: compute optimal VM alignment for imported buffersSamuel Pitoiset2018-12-201-1/+30
* radv: Work around non-renderable 128bpp compressed 3d textures on GFX9.Bas Nieuwenhuizen2018-12-205-8/+41
* radv: fix subpass image transitions with multiviewsSamuel Pitoiset2018-12-201-0/+11
* radv: drop the amdgpu-skip-threshold=1 workaround for LLVM 8Samuel Pitoiset2018-12-201-3/+9
* ac/nir: remove the bitfield_extract workaround for LLVM 8Samuel Pitoiset2018-12-201-9/+15
* intel/compiler: move nir_lower_bool_to_int32 before nir_lower_locals_to_regsIago Toral Quiroga2018-12-202-2/+4
* st/mesa: remove sampler associated with buffer texture in pbo logicIlia Mirkin2018-12-201-5/+0
* gallivm: use llvm jit code for decoding s3tcRoland Scheidegger2018-12-207-383/+2239
* radv/query: Use 1-bit booleans in query shadersJason Ekstrand2018-12-191-21/+21
* radv/query: Add a nir_test_flag helperJason Ekstrand2018-12-191-15/+16
* freedreno/ir3: Handle GL_NONE in get_num_components_for_glformat()Eduardo Lima Mitev2018-12-191-3/+8
* v3d: Load and store aligned utiles all at once.Eric Anholt2018-12-191-8/+114
* v3d: Add a fallthrough path for utile load/store of 32 byte lines.Eric Anholt2018-12-191-12/+16
* vc4: Move the utile load/store functions to a header for reuse by v3d.Eric Anholt2018-12-194-202/+234
* v3d: Implement texture_subdata to reduce teximage upload copies.Eric Anholt2018-12-191-29/+85
* v3d: Remove dead prototypes for load/store utile functions.Eric Anholt2018-12-191-2/+0
* v3d: Don't try to create shadow tiled temporaries for 1D textures.Eric Anholt2018-12-191-1/+2
* v3d: Fix check for TFU job completion in the simulator.Eric Anholt2018-12-191-1/+1
* v3d: Put the dst bo first in the list of BOs for TFU calls.Eric Anholt2018-12-191-2/+2