glsl: move to compiler/
[mesa.git] / src / mesa / drivers / dri / i965 / gen7_gs_state.c
2015-10-09 Francisco Jerezi965: Don't tell the hardware about our UAV access.
2015-08-11 Francisco Jerezi965/gen7-8: Poke the 3DSTATE UAV access enable bits.
2015-06-01 Kenneth Graunkei965: Create a shader_dispatch_mode enum to replace...
2014-12-10 Kristian Høgsbergi965: Rename brw_vec4_prog_data/key to brw_bue_prog_dat...
2014-12-03 Kenneth Graunkei965: Move BRW_NEW_*_PROG_DATA flags to .brw (not ...
2014-12-03 Kenneth Graunkei965: Rename CACHE_NEW_*_PROG to BRW_NEW_*_PROG_DATA.
2014-11-29 Kenneth Graunkei965: Alphabetize brw_tracked_state flags and use a...
2014-09-19 Samuel Iglesias... i965/gs: Reuse gen6 constant push buffers setup code...
2014-09-19 Iago Toral Quirogai965/gs: Use single dispatch mode as fallback to dual...
2014-09-04 Kenneth Graunkei965: Move curb_read_length/total_scratch to brw_stage_...
2014-07-02 Eric Anholti965/gen6+: Merge VS/GS and WM push constant buffer...
2014-07-02 Eric Anholti965: Move dispatch_grf_start_reg and first_curbe_grf...
2014-05-03 Eric Anholti965: Move push constant state packets to push constant...
2014-05-03 Eric Anholti965: Drop unnecessary state flag for units on NEW_BIND...
2014-05-03 Eric Anholti965/gen7+: Move sampler state packets to the stage...
2014-03-10 Eric Anholti965: Move binding table update packets to binding...
2014-02-20 Jordan Justeni965: support instanced GS on gen7
2013-11-18 Paul Berryi965/gen7: Emit workaround flush when changing GS enabl...
2013-11-05 Eric Anholti965: Tell the unit states how many binding table entri...
2013-10-25 Paul Berryi965/gs: Add the ability to compile a DUAL_INSTANCED...
2013-10-15 Paul Berryi965/gs: Set the REORDER bit in 3DSTATE_GS.
2013-10-01 Paul Berryi965/gs: Fix incorrect numbering of DWORDs in 3DSTATE_GS
2013-09-17 Paul Berryi965/gs: Implement basic gl_PrimitiveIDIn functionality.
2013-09-11 Paul Berryi965/gs: Set control data header size/format appropriat...
2013-09-11 Paul Berryi965/gs: Add a state atom to set up geometry shader...