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* s/Tungsten Graphics/VMware/José Fonseca2014-01-171-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Tungsten Graphics Inc. was acquired by VMware Inc. in 2008. Leaving the old copyright name is creating unnecessary confusion, hence this change. This was the sed script I used: $ cat tg2vmw.sed # Run as: # # git reset --hard HEAD && find include scons src -type f -not -name 'sed*' -print0 | xargs -0 sed -i -f tg2vmw.sed # # Rename copyrights s/Tungsten Gra\(ph\|hp\)ics,\? [iI]nc\.\?\(, Cedar Park\)\?\(, Austin\)\?\(, \(Texas\|TX\)\)\?\.\?/VMware, Inc./g /Copyright/s/Tungsten Graphics\(,\? [iI]nc\.\)\?\(, Cedar Park\)\?\(, Austin\)\?\(, \(Texas\|TX\)\)\?\.\?/VMware, Inc./ s/TUNGSTEN GRAPHICS/VMWARE/g # Rename emails s/[email protected]/[email protected]/ s/[email protected]/[email protected]/g s/jrfonseca-at-tungstengraphics-dot-com/jfonseca-at-vmware-dot-com/ s/jrfonseca\[email protected]/[email protected]/g s/keithw\[email protected]/[email protected]/g s/[email protected]/[email protected]/g s/thomas-at-tungstengraphics-dot-com/thellstom-at-vmware-dot-com/ s/[email protected]/[email protected]/ # Remove dead links s@Tungsten Graphics (http://www.tungstengraphics.com)@Tungsten Graphics@g # C string src/gallium/state_trackers/vega/api_misc.c s/"Tungsten Graphics, Inc"/"VMware, Inc"/ Reviewed-by: Brian Paul <[email protected]>
* draw: make sure viewport index is fetched from leading vertexZack Rusin2013-05-251-1/+2
| | | | | | | | | | | | | Viewport index should only be used on a per primitive basis, so instead of fetching it from each vertex, potentially making each vertex in a primitive use a different viewport index, which is obviously broken, make sure that we only fetch from the first vertex in the primitive making the viewport index the same for the entire primtive. Signed-off-by: Zack Rusin <[email protected]> Reviewed-by: José Fonseca<[email protected]> Reviewed-by: Brian Paul <[email protected]>
* gallium: Add a new clip_halfz rasterizer state.José Fonseca2013-04-221-1/+1
| | | | | | gl_rasterization_rules lumps too many different flags. Reviewed-by: Brian Paul <[email protected]>
* draw/llvmpipe: fix transform feedback position + enable other extensionsDave Airlie2012-12-141-1/+1
| | | | | | | | | | | | | | | | This builds on the previous draw/softpipe patch. So llvmpipe does streamout calls after clip/viewport stages, but we have the pre-clip position stored for later use, so when we are doing transform feedback, and its the position vertex grab the vertex from the stored pre clip position. The perfect fix is too probably add a codegen transform feedback stage in between shader and clip stages, but this is good enough for now. Reviewed-by: Roland Scheidegger <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* draw: fix/improve dirty state validationBrian Paul2012-12-081-0/+7
| | | | | | | | | | | | | | | | | | | | This patch does two things: 1. Constant buffer state changes were broken (but happened to work by dumb luck). The problem is we weren't calling draw_do_flush() in draw_set_mapped_constant_buffer() when we changed that state. All the other draw_set_foo() functions were calling draw_do_flush() already. 2. Use a simpler state validation step when we're changing light-weight parameter state such as constant buffers, viewport dims or clip planes. There's no need to revalidate the whole pipeline when changing state like that. The new validation method is called bind_parameters() and is called instead of the prepare() method. A new DRAW_FLUSH_PARAMETER_CHANGE flag is used to signal these light-weight state changes. This results in a modest but measurable increase in FPS for many Mesa demos. Reviewed-by: Jose Fonseca <[email protected]>
* draw: Only run prepare when state, prim and opt changesJakob Bornecrantz2012-01-261-1/+1
| | | | | | | | | | | | | In bad applications like ipers which does a lot of draw calls with no state changes this helps to greatly reduce time spent in prepare. In ipers around 7% of CPU was spent in various prepare functions, after this commit no prepare function show on the profile. This commit also has the added benefit of now grouping all pipelined drawing into a single draw call if the driver uses vbuf_render. Reviewed-by: Stéphane Marchesin <[email protected]> Tested-by: Stéphane Marchesin <[email protected]>
* draw: add support for guard-band clippingBrian Paul2011-09-221-0/+1
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* draw: specialized cliptesting routinesKeith Whitwell2010-08-251-1/+3
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* draw: Remove varray and vcache.Chia-I Wu2010-08-161-19/+2
| | | | They have been deprecated by vsplit.
* draw: Add vsplit frontend.Chia-I Wu2010-08-161-1/+13
| | | | | | | | vsplit is based on varray. It sets the split flags when a primitive is splitted. It also has support for indexed primitives. For indexed primitives, unlike vcache, vsplit splits the primitives instead of decomposes them.
* draw: Add new util function draw_pt_trim_count.Chia-I Wu2010-08-161-0/+1
| | | | draw_pt_trim_count is renamed from trim in draw_pt.c.
* draw: Simplify frontend interface a little.Chia-I Wu2010-08-161-3/+1
| | | | | The run method is simplified to take the start vertex and the vertex count.
* draw: Add prim flags to middle ends.Chia-I Wu2010-08-161-3/+8
| | | | | Update the middle end interface to pass the primitive flags from the frontends to the pipeline. No frontend sets the flags yet.
* draw: don't try to precalculate the pipeline output primitiveKeith Whitwell2010-06-231-4/+2
| | | | | | | | | | | | | | | | We were previously calculating a value which was either the geometry shader output primitive or the application's input primitive, and passing that to the various front/middle/back components for use as the ultimate rendering primtive. Unfortunately, this was not correct -- if the vcache decomposition path is active and geometry shaders are *not* active, we can end up with a third primitive -- specifically the decomposed version of the input primitive. Rather than trying to precalculate this, just let the individual components inform their successors about which primitive type they are recieving.
* draw: rewrite stream output to handle all the dark cornersZack Rusin2010-06-161-2/+1
| | | | | register masks, multiple output buffers, multiple primitives, non-linear vertices (elts) and stride semantics.
* draw: finish the new pipeline setupZack Rusin2010-06-151-3/+1
| | | | | | | Keith came up with a new way of running the pipeline which involves passing a few info structs around (for fetch, vertices and prims) and allows us to correctly handle cases where we endup with multiple primitives generated by the pipeline itself.
* draw wipKeith Whitwell2010-06-151-11/+8
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* geometry shaders: make gs work with changable primitives and variable number ↵Zack Rusin2010-06-091-2/+4
| | | | | | | | of vertices lots and lots of fixes for geometry shaders. in particular now we work when the gs emits a different primitive than the one the pipeline was started with and also we work when gs emits more vertices than would fit in the original buffer.
* gallium: a lot more complete implementation of stream outputZack Rusin2010-06-081-0/+16
| | | | | | | interface wise we have everything needed by d3d10 and gl transform feedback. the draw module misses implementation of some corner cases (e.g. when stream output wants different number of components per output than normal rendering paths)
* draw: Implement index bias.José Fonseca2010-04-191-0/+1
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* gallium/draw: initial code to properly support llvm in the draw moduleZack Rusin2010-02-221-0/+1
| | | | | code generate big chunks of the vertex pipeline in order to speed up software vertex processing.
* Add lame support for instanceID to draw module.Michal Krol2009-12-301-1/+2
| | | | It's all screaming for integer support -- fake it with float for now.
* gallium: more work for edgeflags changesRoland Scheidegger2009-12-141-1/+2
| | | | | fixes, cleanups, etc. not working yet
* gallium: first steps to treat edgeflags as regular vertex elementKeith Whitwell2009-12-091-5/+0
| | | | | | | | | | The idea here is to eliminate the set_edgeflags() call in pipe_context by treating edgeflags as a regular vertex element. Edgeflags provoke special treatment in hardware, which means we need to label them in some way, in this case we'll be passing them through the vertex shader and labelling the vertex shader output with a new TGSI semantic (TGSI_SEMANTIC_EDGEFLAG).
* draw: use u_reduced_prim() functionBrian Paul2009-06-191-1/+0
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* gallium/draw: cope with unused vertex_elementsKeith Whitwell2009-05-051-0/+1
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* gallium: consolidate bypass_vs and bypass_clipping flagsKeith Whitwell2009-03-131-1/+1
| | | | | | | | | The draw module provides a similar interface to the driver which is retained as various bits of hardware may be able to take on incremental parts of the vertex pipeline. However, there's no need to advertise all this complexity to the state tracker. There are basically two modes now - normal and passthrough/screen-coords.
* draw: add map/unmap directives for swtnl driver interfaceKeith Whitwell2009-02-171-2/+0
| | | | | | | | | | Previously draw module asked for a pointer into (mapped) vertex data, which it would incrementally fill and emit draw commands against. This was hard for the drivers to deal with, especially in the case where a draw command would force a flush and thus an unmap of the vertex data. With this change, the draw module explicitly maps & then unmaps vertex data prior to emitting draw commands.
* draw: attempt atomic submit of large drawelements callsKeith Whitwell2008-08-261-2/+2
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* draw: respect driver's max vertex buffer sizeKeith Whitwell2008-06-041-2/+6
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* draw: draw_range_elements trialKeith Whitwell2008-05-291-0/+9
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* draw: get rid of fetch-shade-emit frontend hackKeith Whitwell2008-05-231-1/+0
| | | | The code is now living in it's intended place as a pt middle end.
* draw: turn fse path into a middle endKeith Whitwell2008-05-121-1/+8
| | | | Also add some util functions in pt_util.c
* draw: add fetch-shade-emit pathKeith Whitwell2008-05-121-0/+3
| | | | | | | | Enable with TEST_FSE=t. Performs fetch from API-provided vertex buffers, transformation with one of three (two working) hard-coded shaders, and final emit to hardware vertices all in a single pass. Currently only really useful for profiling in conjunction with SP_NO_RAST=t.
* redo the linear pathsZack Rusin2008-05-081-4/+2
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* implement linear emition and fetching and plug it in the varray pathsZack Rusin2008-05-081-0/+18
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* frontend for rendering without eltsZack Rusin2008-04-251-0/+1
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* draw: handle edgeflags and reset-line-stipple againKeith Whitwell2008-04-241-9/+0
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* draw: move incoming vertex state into draw->ptKeith Whitwell2008-04-191-7/+2
| | | | | This state is effectively private to the vertex processing part of the draw module.
* draw: always emit header in draw_pt_fetch.cKeith Whitwell2008-04-191-1/+0
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* draw: remove named clipmask flags, tidy up pt middle endsKeith Whitwell2008-04-191-0/+6
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* draw: remove fetch_pipeline middle end -- just use the general pathKeith Whitwell2008-04-181-11/+15
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* draw: split off all the extra functionality in the vertex shaderKeith Whitwell2008-04-181-7/+44
| | | | | | | | | | This will at least allow us to make the initial gains to get decent vertex performance much more quickly & with higher confidence of getting it right. At some later point can look again at code-generating all the fetch/cliptest/viewport extras in the same block as the vertex shader. For now, just need to get some decent baseline performance.
* draw: move hw vertex emit to a new moduleKeith Whitwell2008-04-171-0/+33
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* draw: make pt run pipeline when need_pipeline is true, not just when clippedKeith Whitwell2008-04-161-2/+4
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* Implement fetch/shade/pipeline or emit vertex passthrough.Zack Rusin2008-04-141-1/+1
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* draw: fix edgeflag handling on the pt pathsKeith Whitwell2008-04-061-0/+10
| | | | | | | | | Encode edgeflags (and reset_stipple info) into the top two bits of the fetch elements. This info could be moved elsewhere, but for now we can live with a 1<<30 maximum element size... Also use the primitive decomposition code from draw_prim.c verbatim, as it includes all this stuff and is known to work.
* draw: add passthrough path to the pipelineKeith Whitwell2008-04-031-0/+1
| | | | | | | This handles the case where bypass_vs is set, but vertices need to go through the pipeline for some reason - eg unfilled polygon mode. Demonstrates how to drive the pipeline from inside one of these things.
* draw: Set the backend prim in the pt 'prepare' operationKeith Whitwell2008-04-021-3/+3
| | | | | | | Leaving it until 'run' is bad as the primitive is pretty much state for some drivers and so needs to get set early. In some drivers this is used to determine things like vertex format, etc -- by the time we get to 'run', it's too late to change this.
* draw: more flatshade_first changesKeith Whitwell2008-04-011-1/+1
| | | | | | - Reduce the number of changes to the normal vertex ordering - Assume that the hardware knows how to do this in the standard case. - Add support to the passthrough vcache path.