986 Commits (0e7d2c045e6edb05bd290a054d77043567bb72eb)
 

Author SHA1 Message Date
Dave Airlie 908fddb562 shader: add missing msaa bits 7 years ago
Dave Airlie 9f928a3384 Merge branch 'for-airlied' of https://gitlab.collabora.com/jakob/virglrenderer-gles 7 years ago
Jakob Bornecrantz 9e149c6d70 vrend: Add optional KHR_debug printing code 7 years ago
Jakob Bornecrantz 71487a41fe vrend: Replace all uses of glDrawBuffer with glDrawBuffers 7 years ago
Jakob Bornecrantz 026ad193aa build-sys: Use PKG_CHECK_VAR for libepoxy EGL support checking 7 years ago
Ondřej Súkup e115e8fa60 Make configure python version agnostic 7 years ago
Ondřej Súkup eaa6499cc8 Simple futurize python srcipts 7 years ago
Dave Airlie 7f30999e06 docs: update some bits of GL status 7 years ago
Dave Airlie 2d930b4f94 vrend: add support for stencil texturing. 7 years ago
Dave Airlie c9670b04c5 vrender: add bptc formats 7 years ago
Dave Airlie 609101415c vrend: add support for stencil texturing. 7 years ago
Dave Airlie 52582dbe03 shader: only convert tex results from int if dst isn't int. 7 years ago
Dave Airlie 0acd5a8e8f vrend: make sure gl_PerVertex is consistent even if GS has no clip inputs 7 years ago
Dave Airlie 6566b8ae3f vrend: fix gl_Layer input in fragment shader. 7 years ago
Dave Airlie 9a7ebc377a vrend: bump input/output numbers. 7 years ago
Dave Airlie c6e74e808d vrend: fix 1D array texture upload 7 years ago
Dave Airlie 74fd068175 virgl/egl: add support for native platform interface. 7 years ago
Dave Airlie 737c335085 renderer: fix memory leak in vertex elements state create 8 years ago
Li Qiang affd94f7e5 vrend: fix memory leak in vrend_decode_create_ve 8 years ago
Dave Airlie 76b3da97b5 virglrender: bump version to 0.6.0 8 years ago
Li Qiang 0a5dff1591 vrend: never destroy context 0 in vrend_renderer_context_destroy 8 years ago
Dave Airlie 8e88187881 tgsi: fix memory leak in tgsi sanity check 8 years ago
Li Qiang 48f67f6096 renderer: fix NULL pointer deref in vrend_clear 8 years ago
Li Qiang 93761787b2 renderer: fix integer overflow in create shader 8 years ago
Li Qiang a2f12a1b0f renderer: fix memory leak in add shader program 8 years ago
Li Qiang 114688c526 renderer: fix heap overflow in vertex elements state create 8 years ago
Li Qiang 28894a30a1 gallium/tgsi: fix oob access in parse instruction 8 years ago
Li Qiang e534b51ca3 gallium/tgsi: fix overflow in parse property 8 years ago
Li Qiang a5ac49940c vrend: add sanity check for vertext buffer index 8 years ago
Li Qiang 6eb13f7a2d vrend: fix memory leak in int blit context 8 years ago
Li Qiang 926b9b3460 vrend: fix a stack overflow in set framebuffer state 8 years ago
Li Qiang 747a293ff6 vrend: fix a leak in context create internal 8 years ago
Li Qiang 40b0e78133 renderer: fix a leak in resource attach 8 years ago
Marc-André Lureau b7fd972793 shader: fix Unigine Heaven 4.0 shader translation 8 years ago
Marc-André Lureau 42e7a37342 vtest: add VTEST_USE_GLX environment variable 9 years ago
Marc-André Lureau 209557f455 Add a GLX backend 9 years ago
Dave Airlie c49117ab45 blit: handle emulated alpha sources as well just in case. 9 years ago
Dave Airlie 20916f13f6 vrend: fix text in stellarium. 9 years ago
Dave Airlie 27e5078eb8 release.sh: fix paths 9 years ago
Dave Airlie 61846f92fe bump version to 0.5.0 for release 9 years ago
Dave Airlie 0308adab60 add initial release script ported from X.org 9 years ago
Marc-André Lureau 6fc22d35f7 tgsi: don't fail on unknown property 9 years ago
Marc-André Lureau fee6e71c70 tgsi: use printf-style argument for report_error() 9 years ago
Marc-André Lureau 7b2fbc9fd3 shader: avoid use after free 9 years ago
Marc-André Lureau 117b54befb shader: check array bounds 9 years ago
Dave Airlie ece89c4d64 renderer: check valid consts outside loop 9 years ago
Dave Airlie 45b30efaac renderer: don't lookup sampler view resources repeatedly 9 years ago
Dave Airlie 9d86d5f030 renderer: define last_shader_idx to avoid the geom/frag selection. 9 years ago
Dave Airlie 54fda82a47 renderer: don't re-add a sampler if it's the same. 9 years ago
Dave Airlie 51e483830a renderer: avoid looking up the same shader on every draw. 9 years ago