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path: root/src/gallium/drivers/vc4/vc4_state.c
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* vc4: Implement job shufflingEric Anholt2016-09-141-35/+1
* vc4: Move the render job state into a separate structure.Eric Anholt2016-09-141-12/+13
* gallium: Use enum pipe_shader_type in set_sampler_views()Kai Wasserbäch2016-08-291-2/+3
* gallium: Use enum pipe_shader_type in bind_sampler_states() (v2)Kai Wasserbäch2016-08-291-1/+1
* vc4: Zero-initialize the hardware sampler view structure.Eric Anholt2016-07-311-1/+1
* vc4: Speed up glGenerateMipmaps by avoiding shadow baselevel.Eric Anholt2016-07-151-2/+7
* vc4: Drop VC4_DIRTY_TEXSTATE in favor of the per-stage flags.Eric Anholt2016-07-151-4/+0
* vc4: Remove dead dirty_samplers field.Eric Anholt2016-07-151-4/+0
* gallium: make constant_buffer constRob Clark2016-06-201-1/+1
* vc4: Don't consider nr_samples==1 surfaces to be MSAA.Eric Anholt2015-12-151-2/+2
* vc4: Add support for drawing in MSAA.Eric Anholt2015-12-081-0/+19
* vc4: Add support for loading sample mask.Eric Anholt2015-12-041-1/+1
* vc4: Avoid loading undefined (newly-allocated) FBO contents.Eric Anholt2015-11-091-0/+17
* vc4: Return NULL when we can't make our shadow for a sampler view.Eric Anholt2015-11-091-0/+4
* vc4: Allow user index buffers, to avoid slow readback for shadow IBs.Eric Anholt2015-10-291-1/+1
* vc4: Convert blending to being done in 4x8 unorm normally.Eric Anholt2015-10-231-1/+3
* vc4: Cache the texture p1 for the sampler.Eric Anholt2015-07-141-1/+54
* vc4: Cache texture p0/p1 setup for the sampler view.Eric Anholt2015-07-141-11/+24
* vc4: Fix some -Wdouble-promotion warnings.Eric Anholt2015-07-141-1/+1
* vc4: Just stream out fallback IB contents.Eric Anholt2015-05-271-18/+2
* vc4: Don't forget to make our raster shadow textures non-raster.Eric Anholt2015-05-271-0/+3
* vc4: Update the shadow texture for public textures on every draw.Eric Anholt2015-04-151-6/+1
* vc4: When asked to sample from a raster texture, make a shadow tiled copy.Eric Anholt2015-04-131-2/+9
* vc4: Add support for enabling early Z discards.Eric Anholt2014-12-161-0/+18
* vc4: Don't throw out the index offset in the shadow index buffer path.Eric Anholt2014-12-111-2/+1
* vc4: Fix stencil writemask handling.Eric Anholt2014-10-211-2/+2
* vc4: Don't look at back stencil state unless two-sided stencil is enabled.Eric Anholt2014-10-211-2/+6
* vc4: Translate 4-byte index buffers to 2 bytes.Eric Anholt2014-10-191-4/+21
* vc4: Add support for rebasing texture levels so firstlevel == 0.Eric Anholt2014-10-191-1/+25
* vc4: Add support for user clip plane and gl_ClipVertex.Eric Anholt2014-10-151-1/+3
* vc4: Fix render target NPOT alignment at small miplevels.Eric Anholt2014-10-141-3/+12
* vc4: Mostly fix offset calculation for NPOT mipmap levels.Eric Anholt2014-10-091-1/+12
* vc4: Add support for point size setting.Eric Anholt2014-09-241-2/+4
* vc4: Actually add support for polygon offset.Eric Anholt2014-09-241-1/+11
* vc4: Add support for flat shading.Eric Anholt2014-09-231-0/+7
* vc4: Add support for stencil operations.Eric Anholt2014-09-181-0/+71
* vc4: Include stdio/stdlib in headers so I don't have to include it per file.Eric Anholt2014-08-221-2/+0
* vc4: Flip which primitives are considered front-facing.Eric Anholt2014-08-111-1/+1
* vc4: Add support for depth clears and tests within a tile.Eric Anholt2014-08-111-3/+20
* vc4: Switch to actually generating vertex and fragment shader code from TGSI.Eric Anholt2014-08-081-2/+1
* vc4: Initial skeleton driver import.Eric Anholt2014-08-081-0/+444