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path: root/src/gallium/auxiliary/draw/draw_pt.h
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* 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.
* draw: pre-declare referenced structsKeith Whitwell2008-03-241-0/+2
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* draw: fix crlfKeith Whitwell2008-03-231-116/+116
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* draw: fix some unsigned vs ushort confusionKeith Whitwell2008-03-231-1/+1
| | | | | Middle-end elements are ushort, but prior to that have to treat all elements as unsigned to avoid wrapping and/or overruns.
* gallium: beginnings of draw module vertex reworkKeith Whitwell2008-03-231-0/+116
Trying to put a structure in place that we can actually optimize. Initially just implementing a passthrough mode, this will fairly soon replace all the vertex_cache/prim_queue/shader_queue stuff that's so hard to understand... Split the vertex processing into a couple of distinct stages: - Frontend - Prepares two lists of elements (fetch and draw) to be processed by the next stage. This stage doesn't fetch or draw vertices, but makes the decision which to draw. Multiple implementations of this will implement different strategies, currently just a vcache implementation. - MiddleEnd - Takes the list of fetch elements, fetches them, runs the vertex shader, cliptest, viewport transform on them to produce a linear array of vertex_header vertices. - Passes that list of vertices, plus the draw_elements (which index into that list) onto the backend - Backend - Either the existing primitive/clipping pipeline, or the vbuf_render hardware backend provided by the driver. Currently, the middle-end is the old passthrough code, and it build hardware vertices, not vertex_header vertices as above. It may be that passthrough is a special case in this respect.