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* anv/pipeline: Fix setting per sample shading in pixel shaderAnuj Phogat2016-07-281-4/+1
* egl/dri2: Add reference count for dri2_egl_displayNicolas Boichat2016-07-282-20/+95
* vc4: automake: remove vc4_drm.h from the sources listsEmil Velikov2016-07-281-1/+0
* ddebug: use pclose to close a popen()'d FILENicolai Hähnle2016-07-281-1/+1
* glsl: fix optimization of discard nested multiple levelsNicolai Hähnle2016-07-281-1/+8
* st_glsl_to_tgsi: only skip over slots of an input array that are presentNicolai Hähnle2016-07-281-1/+5
* clover: make GCC 4.8 happyDieter Nützel2016-07-271-1/+1
* i965: remove unnecessary null checkTimothy Arceri2016-07-281-4/+1
* glsl: free hash tables earlierTimothy Arceri2016-07-281-7/+3
* nvc0: enable ARB_tessellation_shader on GM107+Samuel Pitoiset2016-07-271-3/+0
* gm107/ir: add a legalize SSA pass for PFETCHSamuel Pitoiset2016-07-274-2/+43
* nvc0: fix up TCP header on GM107+Samuel Pitoiset2016-07-271-0/+9
* vbo: Fix handling of POS/GENERIC0 attributes.Mathias Fröhlich2016-07-271-3/+16
* radeon/llvm: Use alloca instructions for larger arrays [revert a revert]Marek Olšák2016-07-262-25/+149
* r600g: add support for B5G6R5 PBO uploads via texture buffers (v2)Marek Olšák2016-07-261-0/+6
* radeonsi: pre-generate shader logs for ddebugMarek Olšák2016-07-264-6/+34
* radeonsi: add empty lines after shader statsMarek Olšák2016-07-261-1/+1
* radeonsi: move the shader key dumping to si_shader_dumpMarek Olšák2016-07-263-5/+9
* ddebug: implement pipelined hang detection modeMarek Olšák2016-07-264-4/+567
* ddebug: don't save pointers to call parametersMarek Olšák2016-07-262-6/+6
* ddebug: move dd_call into dd_pipe.hMarek Olšák2016-07-262-66/+66
* ddebug: separate draw call dumping logicMarek Olšák2016-07-261-21/+26
* ddebug: move all states into a separate structureMarek Olšák2016-07-263-129/+140
* ddebug: write contents of dmesg into hang reportsMarek Olšák2016-07-261-4/+25
* ddebug: implement create_batch_queryMarek Olšák2016-07-261-0/+27
* ddebug: don't use abort()Marek Olšák2016-07-261-1/+1
* ddebug: make dd_get_file_stream accept the screen onlyMarek Olšák2016-07-261-7/+8
* ddebug: clean up ddebug_screen_createMarek Olšák2016-07-261-16/+23
* gallium: rework flags for pipe_context::dump_debug_stateMarek Olšák2016-07-264-17/+34
* vc4: add hash table look-up for exported dmabufsRob Herring2016-07-264-3/+56
* vc4: Disable early Z with computed depth.Eric Anholt2016-07-263-2/+11
* ttn: Update shader->info as we generate code.Eric Anholt2016-07-261-0/+13
* mesa: standardize naming Mesa3D, MESA -> MesaVedran Miletić2016-07-263-4/+4
* mesa: Make MESA_SHADER_CAPTURE_PATH skip shaders with Name == -1.Kenneth Graunke2016-07-261-1/+1
* mesa: Use AC_HEADER_MAJOR to include correct header for major().Matt Turner2016-07-263-4/+17
* glsl: Remove references to tail_pred.Matt Turner2016-07-261-9/+9
* glx: Avoid aliasing violations.Matt Turner2016-07-262-24/+25
* mesa: Avoid aliasing violation in uniform_query.cpp.Matt Turner2016-07-261-14/+31
* mesa: Avoid aliasing violation in FXT1.Matt Turner2016-07-261-2/+2
* swrast: Avoid aliasing violation.Matt Turner2016-07-261-2/+2
* glsl: Avoid aliasing violations.Matt Turner2016-07-262-10/+4
* glsl: Separate overlapping sentinel nodes in exec_list.Matt Turner2016-07-2625-137/+165
* i965/miptree: Stop multiplying cube depth by 6 in HiZ calculationsJason Ekstrand2016-07-261-17/+2
* i965/miptree/isl: Stop multiplying depth by 6 for cubesJason Ekstrand2016-07-261-5/+0
* i965/blorp/gen8: Stop multiplying depth by 6 for cubesJason Ekstrand2016-07-261-4/+1
* nvc0: use nvc0_m2mf_push_linear() to reduce code duplicationSamuel Pitoiset2016-07-261-13/+3
* nvc0: use nve4_p2mf_push_linear() to reduce code duplicationSamuel Pitoiset2016-07-261-36/+9
* main: memcpy larger chunks in _mesa_propagate_uniforms_to_driver_storageNils Wallménius2016-07-251-6/+23
* st/va: enable h264 VAAPI encodeBoyuan Zhang2016-07-251-5/+1
* st/va: add function to handle misc param type frame rateBoyuan Zhang2016-07-251-5/+19