1. 31 Oct, 2018 1 commit
  2. 24 Aug, 2018 1 commit
  3. 23 Aug, 2018 1 commit
  4. 22 Aug, 2018 3 commits
    • Lionel Landwerlin's avatar
      intel: aubinator_viewer: add urb view · 8b0e4888
      Lionel Landwerlin authored
      This is available through a "Show URB" button on the 3DPRIMITIVE
      v2: Fix urb allocation end value in tooltip (Rafael)
      Signed-off-by: Lionel Landwerlin's avatarLionel Landwerlin <lionel.g.landwerlin@intel.com>
      Reviewed-by: Rafael Antognolli's avatarRafael Antognolli <rafael.antognolli@intel.com>
    • Lionel Landwerlin's avatar
      intel: tools: add aubinator viewer · 38f10d5a
      Lionel Landwerlin authored
      A graphical user interface version of aubinator.
      Allows you to :
         - simultaneously look at multiple points in the aub file (using all
           the goodness of the existing decoding in aubinator)
         - edit an aub file
      v2: Switch from GLFW to GTK+3
      v3: Fix warning when exiting
      Signed-off-by: Lionel Landwerlin's avatarLionel Landwerlin <lionel.g.landwerlin@intel.com>
      Acked-by: Rafael Antognolli <rafael.antognolli@intel.com> (v1)
    • Lionel Landwerlin's avatar
      intel: tools: import ImGui · ea83a1d3
      Lionel Landwerlin authored
      We want to add a new UI tool to decode aub files. This will use the
      Dear ImGui library to render its interface. The build of this UI
      toolkit is conditional to -Dwith_tools=intel-ui which superseeds
      The main way to use ImGui is to embed its source code at a particular
      revision. Most embedding projects have to do a bit of integration
      which is really specific to one's project. In our case the only
      modification is to include libepoxy. We also choose to use Gtk+3 for
      the window system integration. As oppose to the previous previous
      version of this patch using GLFW, Gtk+ is able to handle X11/Wayland
      session as well as property DPI scaling on retina monitors.
      The import was done at this commit (https://github.com/ocornut/imgui) :
      commit 6211f40f3d903dd9df961256e044029c49793aa3
      Author: omar <omarcornut@gmail.com>
      Date:   Fri Jul 27 12:29:33 2018 +0200
          Internals: Drag and Drop: default drop preview use a narrower clipping rectangle (no effect here, but other branches uses a narrow clipping rectangle that was too small so this is a fix for it) + Comments
      v2: Switch from GLFW to GTK+ (Lionel)
      Signed-off-by: Lionel Landwerlin's avatarLionel Landwerlin <lionel.g.landwerlin@intel.com>
      Acked-by: Rafael Antognolli's avatarRafael Antognolli <rafael.antognolli@intel.com>
  5. 05 Jul, 2018 1 commit
  6. 05 Jun, 2018 1 commit
  7. 28 Mar, 2018 1 commit
  8. 05 Mar, 2018 1 commit
  9. 20 Jan, 2018 1 commit
  10. 10 Nov, 2017 1 commit
  11. 29 Aug, 2017 1 commit
  12. 14 Aug, 2017 1 commit
  13. 13 Jul, 2017 1 commit
  14. 12 Jul, 2017 1 commit
    • Eric Anholt's avatar
      intel: Move the DRM uapi headers to a non-Intel location. · 5d6271c6
      Eric Anholt authored
      I want to remove vc4's dependency on headers from libdrm as well, but
      storing multiple copies of drm_fourcc.h in our tree would be silly.
      v2: Update Android.mk as well, move distcheck drm*.h references to
          top-level noinst_HEADERS.
      Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> (v1)
      Reviewed-by: Daniel Stone <daniels@collabora.com> (v1)
      Reviewed-by: Rob Herring's avatarRob Herring <robh@kernel.org>
  15. 29 Jun, 2017 1 commit
  16. 30 Mar, 2017 1 commit
  17. 13 Mar, 2017 3 commits
  18. 03 Sep, 2016 1 commit
  19. 29 Aug, 2016 1 commit
  20. 25 Aug, 2016 1 commit
  21. 22 Apr, 2016 1 commit
  22. 14 Apr, 2016 1 commit
  23. 18 Feb, 2016 3 commits
  24. 09 Aug, 2014 1 commit
    • Eric Anholt's avatar
      vc4: Initial skeleton driver import. · 1850d0a1
      Eric Anholt authored
      This mostly just takes every draw call and turns it into a sequence of
      commands that clear the FBO and draw a single shaded triangle to it,
      regardless of the actual input vertices or shaders.  I copied the initial
      driver skeleton mostly from freedreno, and I've preserved Rob Clark's
      copyright for those.  I also based my initial hardcoded shaders and
      command lists on Scott Mansell (phire)'s "hackdriver" project, though the
      bit patterns of the shaders emitted end up being different.
      v2: Rebase on gallium megadrivers changes.
      v3: Rebase on PIPE_SHADER_CAP_MAX_CONSTS change.
      v4: Rely on simpenrose actually being installed when building for
      v5: Add more header duplicate-include guards.
      v6: Apply Emil's review (protection against vc4 sim and ilo at the same
          time, and dropping the dricommon drm bits) and fix a copyright header
          (thanks, Roland)
  25. 15 Apr, 2013 1 commit
  26. 29 Feb, 2012 1 commit
  27. 30 Jan, 2012 1 commit
  28. 27 Jan, 2012 1 commit
  29. 20 Aug, 2011 3 commits
    • Chia-I Wu's avatar
      android: build android sw winsys · 15576344
      Chia-I Wu authored
      This builds the static library libmesa_winsys_sw_android from winsys/sw.
    • Chia-I Wu's avatar
      android: build gallium auxiliaries · 688db6e8
      Chia-I Wu authored
      This builds the static library libmesa_gallium from gallium auxiliaries.
    • Chia-I Wu's avatar
      android: build libGLES_mesa · c9b21d98
      Chia-I Wu authored
      This is the first step to integrate Mesa into Android(-x86) build
      system.  You can git clone mesa under the external/ directory of Android
      source tree and build Android with
       $ make BOARD_GPU_DRIVERS=swrast
      It will build libGLES_mesa that will be loaded by Android runtime.
      libGLES_mesa is still a stub in this commit.