| Commit message (Collapse) | Author | Age | Files | Lines |
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We want to fallback to draw splitting when vertex element indices
might be too high for atomic draw path (currently limited to 4095).
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This would only be hit if we got and invalid index_size.
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In the hope of MSVC inline some more functions, but without much result.
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Also, rename p_tile.[ch] to u_tile.[ch]
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non-pipeline elts
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Also add some util functions in pt_util.c
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The assert was in fact over-sensitive, but emitting the extra flags
is pretty trivial & we may as well just do it whenever we know the
pipeline is running.
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When flushing/rendering, some stages (like AA line/point) need to set
pipe/driver state. Those driver functions often call draw_flush().
That leads to recursion.
Use new draw->suspend_flush flag to explicitly prevent that in the key places.
Remove the draw->vcache_flushing field.
Reuse draw->flushing as a debug/assertion var.
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Fixes broken polygon stipple, aaline, aapoint stages
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This state is effectively private to the vertex processing part
of the draw module.
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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.
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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.
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- 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.
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Middle-end elements are ushort, but prior to that have to treat all
elements as unsigned to avoid wrapping and/or overruns.
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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.
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