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path: root/src/mesa/drivers/dri/i965/brw_draw.h
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* i965: create code path to handle primitive restart in hardwareJordan Justen2012-05-231-0/+7
| | | | | | | | | | | | | | For newer hardware we disable the VBO module's software handling of primitive restart. We now handle primitive restarts in brw_handle_primitive_restart. The initial version of brw_handle_primitive_restart simply calls vbo_sw_primitive_restart, and therefore still uses the VBO module software primitive restart support. Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: move gl_client_array*[] from vbo_draw_func into gl_contextMarek Olšák2012-05-081-1/+0
| | | | | | | | | | | | | | | | | | In the future we'd like to treat vertex arrays as a state and not as a parameter to the draw function. This is the first step towards that goal. Part of the goal is to avoid array re-validation for every draw call. This commit adds: const struct gl_client_array **gl_context::Array::_DrawArrays. The pointer is changed in: * vbo_draw_method * vbo_rebase_prims - unused by gallium * vbo_split_prims - unused by gallium * st_RasterPos Reviewed-by: Brian Paul <[email protected]>
* mesa: implement DrawTransformFeedback from ARB_transform_feedback2Marek Olšák2011-12-151-1/+2
| | | | | | | | | | | | | | It's like DrawArrays, but the count is taken from a transform feedback object. This removes DrawTransformFeedback from dd_function_table and adds the same function to GLvertexformat (with the function parameters matching GL). The vbo_draw_func callback has a new parameter "struct gl_transform_feedback_object *tfb_vertcount". The rest of the code just validates states and forwards the transform feedback object into vbo_draw_func.
* Drop GLcontext typedef and use struct gl_context insteadKristian Høgsberg2010-10-131-3/+3
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* vbo: Avoid extra validation of DrawElements.Eric Anholt2009-08-121-0/+1
| | | | | | | | | | | | | This saves mapping the index buffer to get a bounds on the indices that drivers just drop on the floor in the VBO case (cache win), saves a bonus walk of the indices in the CheckArrayBounds case, and other miscellaneous validation. On intel it's a particularly a large win (50-100% in my app) because even though we let the indices stay in both CPU and GPU caches, we still end up waiting for the GPU to be done with the buffer before reading from it. Drivers that want the min/max_index fields must now check index_bounds_valid and use vbo_get_minmax_index before using them.
* mesa: added "main/" prefix to includes, remove some -I paths from ↵Brian Paul2008-09-181-1/+1
| | | | Makefile.template
* intel: track bufmgr move to libdrm_intel and bufmgr_fake irq emit/wait change.Eric Anholt2008-09-101-1/+0
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* Revert "Revert "Merge branch 'drm-gem'""Dave Airlie2008-08-241-23/+0
| | | | This reverts commit 7c81124d7c4a4d1da9f48cbf7e82ab1a3a970a7a.
* Revert "Merge branch 'drm-gem'"Dave Airlie2008-08-241-0/+23
| | | | | | | | This reverts commit 53675e5c05c0598b7ea206d5c27dbcae786a2c03. Conflicts: src/mesa/drivers/dri/i965/brw_wm_surface_state.c
* intel-gem: Update to new check_aperture API for classic mode.Eric Anholt2008-08-081-23/+0
| | | | | | To do this, I had to clean up some of 965 state upload stuff. We may end up over-emitting state in the aperture overflow case, but that should be rare, and I'd rather have the simplification of state management.
* i965: initial attempt at fixing the aperture overflowDave Airlie2008-04-181-3/+15
| | | | | | | | | Makes state emission into a 2 phase, prepare sets things up and accounts the size of all referenced buffer objects. The emit stage then actually does the batchbuffer touching for emitting the objects. There is an assert in dri_emit_reloc if a reloc occurs for a buffer that hasn't been accounted yet.
* cleanup code, compiles with vbo changesKeith Whitwell2006-10-311-8/+8
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* checkpoint - remove dead files, otherwise untestedKeith Whitwell2006-10-301-43/+4
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* Add Intel i965G/Q DRI driver.Eric Anholt2006-08-091-0/+104
This driver comes from Tungsten Graphics, with a few further modifications by Intel.