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path: root/src/gallium/drivers/llvmpipe/lp_jit.h
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* llvmpipe: add cache for compressed texturesRoland Scheidegger2015-11-041-1/+7
* gallivm: More fallout from disabling with LLVM 3.6Michel Dänzer2014-09-261-1/+1
* llvmpipe: do constant buffer bounds checking in shadersZack Rusin2014-01-161-0/+5
* llvmpipe: clamp fragment shader depth write to the current viewport depth range.Matthew McClure2013-12-091-1/+33
* llvmpipe: use 64bit counter for occlusion queriesRoland Scheidegger2013-06-191-1/+1
* llvmpipe: add support for layered renderingRoland Scheidegger2013-06-071-1/+1
* llvmpipe: get rid of depth swizzling.Roland Scheidegger2013-05-031-1/+3
* llvmpipe: support GL_ARB_texture_buffer_object/GL_ARB_texture_buffer_rangeRoland Scheidegger2013-02-251-2/+2
* llvmpipe: refactoring of visibility counter handlingRoland Scheidegger2013-02-081-1/+17
* gallivm: split sampler and texture stateRoland Scheidegger2013-01-281-6/+18
* gallivm,llvmpipe,draw: Support multiple constant buffers.José Fonseca2012-12-071-2/+3
* llvmpipe: Unswizzled rendering.James Benton2012-11-281-6/+27
* gallivm,draw,llvmpipe: use base ptr + mip offsets instead of mip pointersRoland Scheidegger2012-11-121-2/+4
* gallivm,draw,llvmpipe: Support wider native registers.José Fonseca2012-07-171-2/+3
* llvmpipe: Take the sampler view's first_level into account when sampling.Fabian Bieler2011-04-081-0/+2
* gallivm/llvmpipe: squash merge of the llvm-context branchBrian Paul2010-11-301-12/+16
* llvmpipe: don't pass frontfacing as a floatKeith Whitwell2010-10-151-1/+1
* llvmpipe: make texture border_color dynamic stateBrian Paul2010-09-241-0/+2
* llvmpipe: make min/max lod and lod bias dynamic stateBrian Paul2010-09-241-0/+7
* llvmpipe: pass mask into fragment shaderKeith Whitwell2010-07-131-25/+1
* llvmpipe: Use pointer_to_func() instead of custom wrappers.José Fonseca2010-05-301-30/+0
* llvmpipe: silence casting warningsBrian Paul2010-05-131-0/+30
* llvmpipe: Use RAST_WHOLE/EDGE_TEST in more places.José Fonseca2010-05-121-5/+0
* llvmpipe: implement occlusion queryQicheng Christopher Li2010-05-061-2/+4
* llvmpipe: get 3D texture image stride from an array rather than computing itBrian Paul2010-04-191-1/+4
* Merge the lp-surface-tiling branch into master.Brian Paul2010-04-161-2/+2
* gallivm/llvmpipe: added lp_rast_shader_inputs::facing and pass throughBrian Paul2010-03-181-0/+1
* llvmpipe: defines for RAST_WHOLE, RAST_EDGE_TESTBrian Paul2010-03-181-0/+5
* gallivm/llvmpipe: simplify front/back stencil ref value handlingBrian Paul2010-03-181-4/+8
* gallivm/llvmpipe: basic stencil testing worksBrian Paul2010-03-171-1/+1
* gallivm/llmvpipe: pass stencil refs state into z/stencil build codeBrian Paul2010-03-171-1/+1
* llvmpipe: use new LP_JIT_CTX_ enums for jit context field positionsBrian Paul2010-03-171-12/+28
* llvmpipe: added stencil ref values to jit context stateBrian Paul2010-03-171-6/+11
* gallivm/llvmpipe: replace 'int stride' with 'int row_stride[MAX_LEVELS]'Brian Paul2010-03-111-2/+2
* llvmpipe/gallivm: checkpoint: array of pointers to mipmap levelsBrian Paul2010-03-081-1/+2
* llvmpipe: added code to set texture depth, max mipmap levels infoBrian Paul2010-03-051-0/+4
* llvmpipe: export the tgsi translation code to a common layerZack Rusin2010-02-081-1/+1
* llvmpipe: implement scissor testingBrian Paul2010-01-141-2/+17
* llvmpipe: initial mrt supportKeith Whitwell2010-01-101-1/+1
* Merge remote branch 'origin/master' into lp-binningJosé Fonseca2010-01-081-10/+3
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| * llvmpipe: Remove TGSI sampler pointers from JIT context too.José Fonseca2010-01-071-9/+3
| * llvmpipe: Remove more loose ends of TGSI exec sampling.José Fonseca2010-01-071-6/+0
* | llvmpipe: do final the pixel in/out triangle test in the fragment shaderBrian Paul2009-12-161-2/+7
* | llvmpipe: remove dead codeKeith Whitwell2009-10-091-4/+0
* | llvmpipe: remove some old sampler support structsKeith Whitwell2009-10-081-1/+1
* | llvmpipe: Fix up lp_rast_shade_quads.José Fonseca2009-10-081-2/+2
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* llvmpipe: Update status in README and TODO/FIXME comments throughout the code.José Fonseca2009-09-111-2/+1
* llvmpipe: Code generate the texture sampling inside the shader.José Fonseca2009-09-071-0/+27
* llvmpipe: Isolate sampling from TGSI translation.José Fonseca2009-08-291-0/+5
* llvmpipe: Better structure dereference naming.José Fonseca2009-08-291-4/+4