| Commit message (Collapse) | Author | Age | Files | Lines |
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Some rasterization code relies (for sse) on the first and third planes
(but not the second for now) being 128bit aligned, and we didn't get that
on 32bit - I mistakenly thought the 64bit number in the struct would get
the thing aligned to 64bit even on 32bit archs.
Stephane Marchesin really figured this out.
Reviewed-by: Jose Fonseca <[email protected]>
CC: <[email protected]>
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When we switched to 64bit rasterization, we could no longer use straight
aligned loads for loading the plane data. However, what the code actually
does for loading 3 planes, is 12 scalar loads + 9 unpacks, and then there's
another 8 unpacks for the transpose we need (!).
It would be possible to do the (scalar) loads of course already transposed
(at least saving the additional unpacks), however instead just use
(un)aligned vector loads, and recalculate the eo values, which is much less
instructions (note in case of the triangle_32_3_4 case, the eo values are
not even used, making the scalar loads + unpacks for them all the more
pointless).
This drops execution time of the triangle_32_3_4 function considerably,
albeit it doesn't really make a measurable difference (for small tris we're
essentially limited by vertex throughput in any case), for triangle_32_3_16
it's essentially noise (the loop is more costly than the initial code there).
(I'm thinking about just ditching storing the eo values in the plane data,
so could switch back to using aligned planes, however right now they are
still used in the other raster functions dealing with planes with scalar
code. Also not touching the ppc code, might not be that bad there in any
case.)
Reviewed-by: Brian Paul <[email protected]>
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eo, just like dcdx and dcdy, cannot overflow 32bit.
Store it as unsigned though just in case (it cannot be negative, but
in theory twice as big as dcdx or dcdy so this gives it one more bit).
This doesn't really change anything, albeit it might help minimally on
32bit archs.
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Generated by running:
git grep -l INLINE src/gallium/ | xargs sed -i 's/\bINLINE\b/inline/g'
git grep -l INLINE src/mesa/state_tracker/ | xargs sed -i 's/\bINLINE\b/inline/g'
git checkout src/gallium/state_trackers/clover/Doxyfile
and manual edits to
src/gallium/include/pipe/p_compiler.h
src/gallium/README.portability
to remove mentions of the inline define.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Marek Olšák <[email protected]>
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Gallium (but not OpenGL) does allow nesting of queries, but there's no
limit specified (d3d10 has no limit neither). Nevertheless, for practical
purposes we need some limit in llvmpipe, otherwise we'd need more complex
handling of queries as we need to keep track of all binned queries (this
only affects queries which gather data past setup). A limit of 16 is too
small though, while 64 would suffice.
Reviewed-by: Jose Fonseca <[email protected]>
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GL (3.0) allows you to clear individual color buffers in a fb. In fact
for fbs containing both int and float/normalized color buffers this is
required (because the clearing values are otherwise undefined if applied
to all buffers). The gallium interface was changed a while ago, but llvmpipe
ignored it (hence doing such individual clears always resulted in clearing
all buffers, plus some assorted asserts due to the mixed fbs).
So change the clear command to indicate the buffer to be cleared. Also, because
indicating the buffer to be cleared would have made lp_rast_arg_cmd larger
which is unacceptable (we're trying to shrink it some day) allocate the clear
value in the scene and just pass a pointer.
There's several advantages and disadvantages here:
+ clearing individual buffers works (we could also actually bin such clears now
if they'd come through clear_render_target() if the surface is in the current
fb, though we didn't do this before for the single rb case and still don't try).
+ since there's one clear per rb, we do the format conversion in setup rather
than per bin. Aside from the (drop in the ocean...) performance advantage this
means that clearing to very small values (that is, denormal when converted to
the format) should work for small float (fp16 etc.) formats, as the util code
couldn't handle it correctly before (because cpu denorms are disabled when
executing the bin commands, screwing up the magic conversion and flushing
the values to 0, though this was not verified).
- there's some overhead for traditional old-style clear-all MRT cases, since
there's one rast clear command per rb instead of one for all rbs.
This fixes https://bugs.freedesktop.org/show_bug.cgi?id=76976.
v2: get rid of the ugly manual memcpy stuff and just use union util_color.
This is 32 bytes instead of 16 but as the allocation is per scene we can live
with those additional 16 bytes (and the additional 128 bytes in the setup
context), which makes the code much more obvious. Suggested by Brian.
Reviewed-by: Brian Paul <[email protected]>
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With this patch, generate_fs_loop will clamp any fragment shader depth writes
to the viewport's min and max depth values. Viewport selection is determined
by the geometry shader output for the viewport array index. If no index is
specified, then the default viewport index is zero. Semantics for this path
can be found in draw_clamp_viewport_idx and lp_clamp_viewport_idx.
lp_jit_viewport was created to store viewport information visible to JIT code,
and is validated when the LP_NEW_VIEWPORT dirty flag is set.
lp_rast_shader_inputs is responsible for passing the viewport_index through
the rasterizer stage to fragment stage (via lp_jit_thread_data).
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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8 bit precision is required by d3d10 but unfortunately
requires 64 bit rasterizer. This commit implements
64 bit rasterization with full support for 8bit subpixel
precision. It's a combination of all individual commits
from the llvmpipe-rast-64 branch.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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As we're moving towards expanding the number of subpixel
bits and the width of the variables used in the computations
we need to make this code a bit more centralized.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This reverts commit 755c11dc5e94f17097c186edaaa39d818396f14c.
We agreed that this is band-aid that's not very useful and
the proper solution is to rewrite the rasterization algo
so that it operates on 64 bit values.
Signed-off-by: Zack Rusin <[email protected]>
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Unfortunately d3d10 requires a lot higher precision (e.g.
wgf11clipping tests for it). The smallest number of precision
bits with which it passes is 8. That means that we need to
decrease the maximum length of an edge that we can handle without
subdivision by 4 bits. Abstracted the code a bit to make it easier
to change once to switch to 64bit rasterization.
Signed-off-by: Zack Rusin <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Never called.
Trivial.
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OpenGL doesn't support this but d3d10 does.
It is a bit of a pain as it is necessary to keep track of queries
still active at the end of a scene, which is also why I cheat a bit
and limit the amount of simultaneously active queries to (arbitrary)
16 (simplifies things because don't have to deal with a real list
that way). I can't think of a reason why you'd really want large
numbers of overlapping/nested queries so it is hopefully fine.
(This only affects queries which need to be binned.)
v2: don't copy remainder of array when deleting an entry simply replace
the deleted entry with the last one (order doesn't matter).
Reviewed-by: Jose Fonseca <[email protected]>
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Mostly just make sure the layer parameter gets passed through to the right
places (and get clamped, can do this at setup time), fix up clears to
clear all layers and disable opaque optimization. Luckily don't need to
touch the jitted code.
(Clears invoked via pipe's clear_render_target method will not work however
since the pipe_util_clear function used for it doesn't handle clearing
multiple layers yet.)
v2: per Brian's suggestion, prettify var initialization and add some comments,
add assertion for impossible layer specification for surface.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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The overallocation was very bad especially for things like 1d array
textures which got blown up by a factor of 64. (Even ordinary smallish
2d textures benefit a lot from this, a mipmapped 64x64 rgba8 texture
previously used 7*16kB = 112kB instead of now ~22kB.)
4x4 is chosen because this is the size the jit functions run on, so
making it smaller is going to be a bit more complicated.
It is actually not strictly 4x4 pixel, since we'd want to avoid situations
where different threads are rendering to the same cacheline so we keep
cacheline size alignment in x direction (often 64bytes).
To make this work introduce new task width/height parameters and make
sure clears don't clear the whole tile if it's a partial tile. Likewise,
the rasterizer may produce fragments outside the 4x4 blocks present in a
tile, so don't call the jit function for them.
This does not yet fix rendering to buffers (which cannot have any y
alignment at all), and 1d/1d array textures are still overallocated by a
factor of 4.
v2: replace magic number 4 with LP_RASTER_BLOCK_SIZE, fix size of buffers
allocated (needed in case we render to them).
Reviewed-by: Jose Fonseca <[email protected]>
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We need to split up the depth and stencil values in this case, and there's
some new logic required to handle float depth and stencil simultaneously.
Also make sure we get the 64bit zs clear values and masks propagated
correctly.
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We get int/uint clear color value in this case, and util_pack_color can't
handle these formats at all (even if it could, float input color isn't what
we want).
Pass through the color union appropriately and handle the packing ourselves
(as I couldn't think of a good generic util solution).
This gets piglit fbo_integer_precision_clear and
fbo_integer_readpixels_sint_uint from the ext_texture_integer test group from
segfault to pass (which only leaves fbo-blending from that group not working).
v2: fix up comments
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Reviewed-by: Jose Fonseca <[email protected]>
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The previous change was not effective for lines, because there is no
4 planes 4x4 block rasterization path: it is handled by the 16x16 block
case too, and the 16x16 block was not being budged as it should.
This fixes assertion failures on line rasterization.
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Further reduce the size of a binned triangle.
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But bin lazily only into bins which are receiving geometry.
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There was actually a large quantity of scalar code in these functions
previously. This tries to move more into intrinsics.
Introduce an sse2 mm_mullo_epi32 replacement to avoid sse4 dependency
in the new rasterization code.
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Only cosmetic changes. No actual practical difference.
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Using non-int types for bitfields is a gcc extension.
The size of the struct is not effected by this change.
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Also, move some state from rasterizer struct to the scene.
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Use an internal struct for line setup information.
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Rasterize lines directly by treating them as 4-sided polygons.
Still need to check the exact pixel rasteration.
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Check for these and route them to a dedicated handler with one fewer
levels of recursive rasterization.
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No need to calculate these values any longer, nor to store them in the
bin data. Improves isosurf a bit more, 115->123 fps.
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The lp_rast_shader_inputs' alignment is irrelevant now that it contains
pointers instead of actual data.
Likewise, lp_rast_triangle's size alignment is meaningless.
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Just put a pointer to the state in the tri->inputs struct. Remove
some complex logic for eliminating unused statechanges in bins at the
expense of a slightly larger triangle struct.
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Move this code back out to C for now, will generate separately.
Shader now takes a mask parameter instead of C0/C1/C2/etc.
Shader does not currently use that parameter and rasterizes whole
pixel stamps always.
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Conflicts:
src/gallium/state_trackers/python/p_context.i
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with some newfangled code, should support separate depth/stencil clears.
Needs some testing.
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OpenGL occlusion queries work now. The Mesa demos, glean test and piglit
tests all pass. A few enhancements are possible in the future. -Brian
Signed-off-by: Brian Paul <[email protected]>
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This branch implemented dual representations of texture/drawing surfaces:
one in the conventional linear layout and the other the tiled layout which
is used by the fragment shader pipe. Per-tile flags indicate the layout
of each image tile. In many situations this lets us avoid converting
image data between the two layouts.
Squashed commit of the following:
commit 563a7e3cc552fdcfcaf9ac0d4b1683c3ba2ae732
Author: Brian Paul <[email protected]>
Date: Thu Apr 8 14:48:21 2010 -0600
llvmpipe: convert points/lines to triangles with draw module
This isn't the most efficient way to render points/lines but it allows us
to run more tests.
commit a8aa763e8a717533f2b13bb6ea53cbccbede68c9
Author: Brian Paul <[email protected]>
Date: Thu Apr 8 14:47:28 2010 -0600
llvmpipe: call llvmpipe_get_texture_tile() for depth/stencil
The returned pointer isn't used, but the tile status/layout info
gets updated. Helps to fix glReadPixels(DEPTH / STENCIL).
commit 463bc64af266194acbea71cd52e26a79b8c8a260
Author: Brian Paul <[email protected]>
Date: Thu Apr 8 10:58:48 2010 -0600
llvmpipe: add store_color to debug cmd_names list
commit 784cc73fb334a9d7b7c93cbd8a1445cdf742ff58
Author: Brian Paul <[email protected]>
Date: Thu Apr 8 10:57:43 2010 -0600
llvmpipe: fix debug build
commit 792c93171ec075664f55720ffed397ac2834a4fc
Author: Brian Paul <[email protected]>
Date: Thu Apr 8 10:49:01 2010 -0600
llvmpipe: fix cube mapping
commit 882b1035db88c3dd8aebe28dc971ac30a9ee39e3
Author: Brian Paul <[email protected]>
Date: Thu Apr 8 09:53:30 2010 -0600
llvmpipe: remove some older/unused code
commit b807d32b23145301e8842824664d9f06b9c5502e
Author: Brian Paul <[email protected]>
Date: Thu Apr 8 09:29:50 2010 -0600
llvmpipe: silence warning
commit 7b337e64fec92836ccdf9d96216289dd58418e35
Author: Brian Paul <[email protected]>
Date: Wed Apr 7 17:06:08 2010 -0600
llvmpipe: clean-up, comments in lp_surface_copy()
commit c52fa36f249cc652fa8d5fdd94d6574127c08c41
Author: Brian Paul <[email protected]>
Date: Wed Apr 7 16:51:42 2010 -0600
llvmpipe: overhaul tiled/linear memory management
Now we keep per-tile layout info (linear vs. tiled (or neither or both)
and convert from one layout to the other on demand.
commit 4a50ccfd470547c9be0704005818a87014e9c0e9
Author: Brian Paul <[email protected]>
Date: Wed Apr 7 16:51:27 2010 -0600
llvmpipe: added tile read/write counters
commit b7d0ea9c687ac8773b083791623826fa604adf21
Author: Brian Paul <[email protected]>
Date: Mon Apr 5 14:54:04 2010 -0600
llvmpipe: rename some functions
commit ee45c6e5b95cbd3c8cccc9aa4d45d8aef11e20c4
Author: Brian Paul <[email protected]>
Date: Mon Apr 5 14:42:15 2010 -0600
llvmpipe: re-org some get block/tile pointer code
commit 26ce97c16c0b6520ff1538803baa772d8c3b1280
Author: Brian Paul <[email protected]>
Date: Mon Apr 5 14:34:13 2010 -0600
llvmpipe: disable bad assertions
commit 5c670481248c4d46f87f13bf3af5655925e7002d
Author: Brian Paul <[email protected]>
Date: Fri Apr 2 16:36:11 2010 -0600
llvmpipe: add a special-case optimization to lp_surface_copy()
Be more efficient when copying tiled image to linear image.
Before, the fallback path was always converting the whole source image
to linear. Now we can convert just a sub region.
commit faa684645e64d6024b3a11e4e08da825e8220b2e
Author: Brian Paul <[email protected]>
Date: Fri Apr 2 16:15:16 2010 -0600
llvmpipe: assorted texture and tile/line conversion code change s
The tiled/linear conversion functions take x/y positions now to
allow converting only sub-regions.
More texture-related helper functions.
commit baad81ec5318d44bfac1e37c7643afc0836607bb
Author: Brian Paul <[email protected]>
Date: Tue Mar 30 13:18:40 2010 -0600
llvmpipe: convert tiled->linear upon PIPE_FLUSH_SWAPBUFFERS
If we know we're about to do a swapbuffers we should immediately
convert the tiled color tiles to linear instead of later in
llvmpipe_texture_unmap() since we can take advantage of threading/
parallelism here.
commit 928dd41256811daeddb7506a49a34dbad04beaf8
Author: Brian Paul <[email protected]>
Date: Tue Mar 30 09:16:58 2010 -0600
llvmpipe: polish-up the llvmpipe_flush() code
commit dd6014abcf86c517d159b8175e0eaeb167ea2ef6
Author: Brian Paul <[email protected]>
Date: Tue Mar 30 09:15:17 2010 -0600
llvmpipe: SETUP_x enum clean-up
commit 0b1ce6da2b28a41f3389685ab93e10b43c950f5d
Author: Brian Paul <[email protected]>
Date: Fri Mar 26 10:43:37 2010 -0600
llvmpipe: remove unused vars
commit 4562663480f88162ed4452cb05569eecb67f9f39
Author: Brian Paul <[email protected]>
Date: Fri Mar 26 10:31:55 2010 -0600
llvmpipe: cope with non-existant color/depth buffers
The fragment jit functions always grab these pointers, even if they're
not used.
commit df4329edbaf204ed501f1eac0698b8198178f9af
Author: Brian Paul <[email protected]>
Date: Thu Mar 25 15:20:15 2010 -0600
llvmpipe: do all render target surface mapping/unmapping in the rast code
commit 3d0c25d5ba8b8f61e8366d4c97324e45d526ff41
Author: Brian Paul <[email protected]>
Date: Thu Mar 25 14:31:21 2010 -0600
llvmpipe: map z/stencil buffer on demand like color buffers
Plus lots of code clean-up and loose ends taken care of.
commit c3b6fddd788aef09b4b84b843b7b1272231151e8
Author: Brian Paul <[email protected]>
Date: Thu Mar 25 13:15:03 2010 -0600
llvmpipe: remove unused write_zstencil field
commit 63374d97836926a6357e9d6dd24a509a8e155c56
Author: Brian Paul <[email protected]>
Date: Thu Mar 25 09:45:59 2010 -0600
llvmpipe: add missing lp_rast_end() call
Fixes crash on window resize when LP_NUM_THREADS=0.
commit 92fe9952161cc06f6edc58778e9e5a8b9ea447dc
Author: Brian Paul <[email protected]>
Date: Wed Mar 24 10:15:19 2010 -0600
llvmpipe: add tiled/linear conversion for 16-bit Z images
commit 6605fa28c147f30df351da0e4413cab33e4db5da
Author: Brian Paul <[email protected]>
Date: Tue Mar 23 16:06:41 2010 -0600
llvmpipe: implement tiled/linear conversion for Z/stencil images
commit 804528d84ffa292ef9d49d3666cdd3fa099ff3ff
Author: Brian Paul <[email protected]>
Date: Tue Mar 23 16:05:45 2010 -0600
llvmpipe: added texture stride comment
commit 66a88c012edf670c4ac887a912f02dcff93266dd
Author: Brian Paul <[email protected]>
Date: Tue Mar 23 16:04:07 2010 -0600
llvmpipe: remove unused vars
commit e2ca8d1328316dc8b36d5f688c16d109e49a6870
Author: Brian Paul <[email protected]>
Date: Mon Mar 22 18:53:11 2010 -0600
llvmpipe: checkpoint WIP: overhaul texture/surface mapping
Conversion between tiled and linear surfaces is working everywhere now.
The LP_TEXTURE_READ/READ_WRITE/WRITE_ALL flags let us avoid unnecessary
image layout conversions.
Still some loose ends, temporary/debug code, etc.
Need to implement tiled/linear conversion for depth/stencil images.
commit f2730a03839ee8984c1f537b7cbebba24961397a
Author: Brian Paul <[email protected]>
Date: Mon Mar 22 14:41:58 2010 -0600
llvmpipe: rename/repurpose lp_rast_store_color()
commit e192a47552c5d20d2caef452ca7697e2cd852c9b
Author: Brian Paul <[email protected]>
Date: Mon Mar 22 14:38:51 2010 -0600
llvmpipe: remove lp_rast_load_color()
commit 3cff0bde4b4ab980e1c3e812700419091527c76b
Author: Brian Paul <[email protected]>
Date: Mon Mar 22 14:11:38 2010 -0600
llvmpipe: remove/consolidate texture image code
commit 3a2f08b6a550c69ef5e874f482be30252cbf8bfa
Author: Brian Paul <[email protected]>
Date: Fri Mar 19 17:03:14 2010 -0600
llvmpipe: checkpoint WIP: directly render to tiled texture buffers
We're now directly writing colors into the tiled texture image buffers.
This is a checkpoint commit with lots of dead code and temporary hacks.
Everything will get cleaned up eventually.
commit c5ca987e03870849514d4e3c99af143722a09695
Author: Brian Paul <[email protected]>
Date: Fri Mar 19 16:41:14 2010 -0600
llvmpipe: refactor code, create tile_pixel_offset()
commit 2133e8273e937cbac09cd7264d6ce53af9764ddb
Author: Brian Paul <[email protected]>
Date: Fri Mar 19 14:55:11 2010 -0600
llvmpipe: pass LP_TEXTURE_LINEAR/TILED flags around
commit b9b9d4b82b01f4588721fdc8444740f859b4a021
Author: Brian Paul <[email protected]>
Date: Fri Mar 19 14:51:05 2010 -0600
llvmpipe: checkpoint WIP: hanlde co-existing tiled/linear texture data
Cube maps are temporarily broken, maybe other things.
commit 4cd322e6889940b5f155fcb69041b685b9ef9273
Author: Brian Paul <[email protected]>
Date: Fri Mar 19 11:34:43 2010 -0600
progs/demos: add other modes/patterns to dissolve demo
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The triangle rasterizer sets this field to indicate front/back-facing.
It gets passed into the generated fragment code as another parameter.
Used now for stencil front/back selection but will also be used for
fragment shaders in general (see TGSI_SEMANTIC_FACE).
With this commit two-sided stenciling mostly works but there's
still a bug or two...
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