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path: root/src/gallium/auxiliary/draw/Makefile
AgeCommit message (Collapse)Author
2008-05-29draw: share machineKeith Whitwell
2008-05-23draw: add aos vertex shader varientKeith Whitwell
2008-05-23draw: create specialized vs varients incorporating fetch & emitKeith Whitwell
2008-05-23draw: get rid of fetch-shade-emit frontend hackKeith Whitwell
The code is now living in it's intended place as a pt middle end.
2008-05-12draw: turn fse path into a middle endKeith Whitwell
Also add some util functions in pt_util.c
2008-05-12draw: add fetch-shade-emit pathKeith Whitwell
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.
2008-04-25frontend for rendering without eltsZack Rusin
2008-04-21draw: consolidate all the passthrough line/tri/point funcsKeith Whitwell
2008-04-19draw: move pt_pipeline code to draw_pipe.cKeith Whitwell
This is now the drawing interface to the pipeline. No more calling into pipeline.first->tri(), etc.
2008-04-19draw: move some pipeline-specific code & state to draw_pipe.[ch]Keith Whitwell
2008-04-19draw: rename pipeline files to draw_pipe_*Keith Whitwell
2008-04-19draw: sort makefile sourcesKeith Whitwell
2008-04-19draw: rename draw_vertex_shader.c -> draw_vs.cKeith Whitwell
2008-04-19draw: remove draw_debug.cKeith Whitwell
2008-04-18draw: remove draw_vertex_fetch.cKeith Whitwell
2008-04-18draw: remove draw_vertex_cache.cKeith Whitwell
2008-04-18draw: remove draw_prim.cKeith Whitwell
2008-04-18draw: remove draw_vf code, use translate insteadKeith Whitwell
2008-04-18draw: remove fetch_pipeline middle end -- just use the general pathKeith Whitwell
2008-04-18draw: split off all the extra functionality in the vertex shaderKeith Whitwell
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.
2008-04-17draw: move hw vertex emit to a new moduleKeith Whitwell
2008-04-14Implement fetch/shade/pipeline or emit vertex passthrough.Zack Rusin
2008-04-04draw: move code to run pipeline from pt to new fileKeith Whitwell
Add facility for draw_vbuf.c to reset these vertex ids on flushes. Pre-initialize vertex ids correctly.
2008-04-03draw: add passthrough path to the pipelineKeith Whitwell
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.
2008-03-31gallium: draw_passthrough.c is not used anymoreBrian
2008-03-23gallium: beginnings of draw module vertex reworkKeith Whitwell
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.
2008-03-13gallium: plug in vertex passthrough codeBrian
Based on a patch from Zack. Basically, implement a new draw_arrays function that copies the incoming user-vertices to the hardware vertex buffer, doing format/type conversion as needed. The vertex fetch/store code is totally temporary for now.
2008-03-10fix compilationZack Rusin
2008-03-10draw: placeholder/prototype code for a passthrough draw pathKeith Whitwell
2008-02-28gallium: split draw_wide_prim stage into separate point/line stages.Brian Paul
This fixes a validation/code-path problem. Enabling the stage for the sake of wide points also inadvertantly caused wide lines to be converted to tris when we actually want them passed through, such as for the AA line stage. This is just cleaner now. Also, replace draw_convert_wide_lines() with draw_wide_line_threshold() as was done for points. Allows for 1-pixel lines to be converted too if needed.
2008-02-21gallium: new draw stage for polygon stipple.Brian
For hardware without native polygon stipple. Create a 32x32 alpha texture that encodes the stipple pattern. Modify the user's fragment program to sample the texture (with gl_FragCoord) and kill the fragment according to the texel value. Temporarily enabled in softpipe driver, replacing the sp_quad_stipple.c step.
2008-02-21gallium: new AA point drawing stageBrian
AA points are drawn by converting the point to a quad, then modifying the user's fragment shader to compute a coverage value. The final fragment color's alpha is modulated by the coverage value. Fragments outside the point's radius are killed.
2008-02-19Simplify makefile boilerplate code.José Fonseca
Don't define ASM_SOURCES variable globally -- reserve that variable to be defined locally by makefiles, together with C_SOURCES and CPP_SOURCES.
2008-02-18gallium: antialiased line drawingBrian
New draw/prim stage: draw_aaline. When installed, lines are replaced by textured quads to do antialiasing. The current user-defined fragment shader is modified to do a texture fetch and modulate fragment alpha.
2008-02-18Code reorganization: split gallium and mesa makefiles.José Fonseca
In other words, don't build src/gallium source code from within src/mesa/Makefile. Also, allow to customize which gallium auxiliary dirs, driver driver, winsys dirs get built from the config/* files.
2008-02-15draw: subclass vertex shaders according to execution methodKeith Whitwell
Create new files for shaders compiled/executed with llvm, sse, exec respectively
2008-02-15Code reorganization: s/aux/auxiliary/.José Fonseca
"aux" is a reserved name on Windows (X_X)