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* nir/glsl: Use shader_prog->Name for naming the NIR shaderJason Ekstrand2015-10-151-1/+1
* nir: Add helpers for creating variables and adding them to listsJason Ekstrand2015-10-154-46/+99
* nir/prog: Use nir_foreach_variableJason Ekstrand2015-10-151-1/+1
* mesa: wrap a ridiculously long line in es1_conversion.cBrian Paul2015-10-151-1/+19
* mesa: add num_buffers() helper in blend.cBrian Paul2015-10-151-15/+22
* mesa: optimize _UsesDualSrc blend flag settingBrian Paul2015-10-151-1/+6
* mesa: fix incorrect error string in _mesa_BlendEquationiARB()Brian Paul2015-10-151-1/+1
* mesa: move validate_blend_factors() call after no-change checkBrian Paul2015-10-151-6/+6
* mesa: optimize no-change check in _mesa_BlendEquationSeparate()Brian Paul2015-10-151-15/+26
* mesa: optimize no-change check in _mesa_BlendEquation()Brian Paul2015-10-151-12/+23
* mesa: optimize no-change check in _mesa_BlendFuncSeparate()Brian Paul2015-10-151-15/+28
* mesa: short-cut new_state == _NEW_LINE in _mesa_update_state_locked()Brian Paul2015-10-151-1/+5
* mesa: remove FLUSH_VERTICES() in _mesa_MatrixMode()Brian Paul2015-10-151-1/+0
* mesa: android: Fix the incorrect path of sse_minmax.cChih-Wei Huang2015-10-151-1/+1
* i965: android: add the i965_compile_FILES sources to the driverMauro Rossi2015-10-151-0/+1
* program: convert _mesa_init_gl_program() to take struct gl_program *Emil Velikov2015-10-1510-67/+68
* nir: include nir_instr_set.h in the tarballEmil Velikov2015-10-151-0/+1
* glsl: Allow arrays of arrays in GLSL ES 3.10 and GLSL 4.30Timothy Arceri2015-10-153-18/+20
* glsl: allow for AoA in calculating offset to ubo start regionTimothy Arceri2015-10-151-2/+1
* glsl: build ubo name and indexing offset for AoATimothy Arceri2015-10-151-30/+86
* glsl: link uniform block arrays of arraysTimothy Arceri2015-10-153-112/+229
* glsl: Add AoA support when checking for non-const indexTimothy Arceri2015-10-151-1/+1
* glsl: Add support for lowering interface block arrays of arraysTimothy Arceri2015-10-151-14/+38
* glsl: add AoA support for an inteface with unsized array membersTimothy Arceri2015-10-151-4/+12
* glsl: add AoA support for linking interface blocks with unsized membersTimothy Arceri2015-10-152-6/+7
* glsl: avoid hitting assert for arrays of arraysTimothy Arceri2015-10-151-0/+6
* glsl: add AoA support for atomic countersTimothy Arceri2015-10-151-23/+54
* glsl: add std140 layout support for AoATimothy Arceri2015-10-151-7/+8
* i965: add arrays of arrays support for varyingsTimothy Arceri2015-10-152-5/+3
* glsl: calculate AoA uniform offset correctly for structsTimothy Arceri2015-10-151-1/+16
* glsl: remove dead code in a single passTimothy Arceri2015-10-154-17/+57
* glsl: dont allow gl_PerVertex to be redeclared as an array of arraysTimothy Arceri2015-10-152-1/+8
* glsl: check that only the outermost array is unsizedTimothy Arceri2015-10-151-0/+22
* glsl: allow AoA to be sized by initializer or constructorTimothy Arceri2015-10-155-41/+82
* glsl: add support for initialising sampler AoATimothy Arceri2015-10-151-34/+49
* glsl: Add support for linking uniform arrays of arraysTimothy Arceri2015-10-152-6/+14
* i965: Don't hardcode FS in "validation failed!" message.Kenneth Graunke2015-10-141-1/+1
* glsl: Support uint index in lower_vector_insertJordan Justen2015-10-141-1/+5
* glsl: Support uint index in do_vec_index_to_cond_assignJordan Justen2015-10-141-1/+3
* i965/fs: Ignore compute shaders in brw_nir_lower_inputsJordan Justen2015-10-141-0/+4
* i965/fs: Simplify FS in brw_nir_lower_inputs to only support scalar modeJordan Justen2015-10-141-1/+2
* mesa: remove unused functions in program.cBrian Paul2015-10-141-51/+0
* mesa: minor indentation fix in _mesa_BindTextureUnit()Brian Paul2015-10-141-1/+1
* mesa: remove unused texUnit local in _mesa_BindTextureUnit()Brian Paul2015-10-141-7/+0
* st/fbo: use pipe_surface_release instead of pipe_surface_referenceKrzysztof Sobiecki2015-10-141-1/+1
* glsl: Enable split of lower UBOs and SSBO also for compute shadersMarta Lofstedt2015-10-141-1/+1
* glsl: Include util/strndup.h.Jose Fonseca2015-10-141-0/+1
* glsl: calculate TOP_LEVEL_ARRAY_SIZE and STRIDE when adding resourcesTapani Pälli2015-10-142-242/+243
* glsl: add top level array size and stride to gl_uniform_storageTapani Pälli2015-10-141-10/+22
* i965: Adapt SSBOs to work with their own separate index spaceIago Toral Quiroga2015-10-145-69/+71