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path: root/src/gallium/auxiliary/draw/draw_context.c
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2009-03-13gallium: consolidate bypass_vs and bypass_clipping flagsKeith Whitwell
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.
2009-02-14draw: Fix segfault if rast is nullJakob Bornecrantz
2008-12-10Merge commit 'origin/gallium-0.1' into gallium-0.2Brian Paul
2008-12-10gallium: added draw_set_mrd() function to fix polygon offsetBrian Paul
The Minimum Resolvable Depth factor depends on the driver and can't just be computed from the number of Z buffer bits. Glean's polygon offset test now passes with softpipe. Still need to determine the MRD factor for other gallium drivers, if they use the draw module's polygon offset stage...
2008-12-10draw: add const qualifiersKeith Whitwell
2008-12-04gallium: added draw_texture_samplers() to support texture fetches from ↵Brian
vertex shaders This may only be practical for the softpipe driver at this time.
2008-10-07draw: add switch for drivers to force vertex data passthroughKeith Whitwell
2008-08-25gallium: added const qualifiers on some draw funcsBrian
2008-08-24gallium: refactor/replace p_util.h with util/u_memory.h and util/u_math.hBrian Paul
Also, rename p_tile.[ch] to u_tile.[ch]
2008-05-29draw: make sure constant buffer data is aligned before passing to aos.cKeith Whitwell
2008-05-29draw: draw_range_elements trialKeith Whitwell
2008-05-29draw: share machineKeith Whitwell
2008-05-23draw: move some state into a new 'vs' areaKeith Whitwell
2008-04-23gallium: fix issues in recursive flushingBrian Paul
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.
2008-04-22gallium: added a flushing_vcache flag, test in draw_do_flush()Brian Paul
Fixes broken polygon stipple, aaline, aapoint stages
2008-04-22Fix a crash. Rasterizer can be nullZack Rusin
2008-04-22draw: allow drivers to query pipeline state more easilyKeith Whitwell
Also, provide a separate flag to say whether the driver can handle clipping/rhw tasks, in addition to the API flag which indicates they have already been done.
2008-04-21gallium: Centralize SSE usage logic.José Fonseca
2008-04-19draw: move incoming vertex state into draw->ptKeith Whitwell
This state is effectively private to the vertex processing part of the draw module.
2008-04-19draw: put pipeline flushing behind a new interfaceKeith Whitwell
2008-04-19draw: move some pipeline-specific code & state to draw_pipe.[ch]Keith Whitwell
2008-04-19draw: remove dead data structuresKeith Whitwell
2008-04-18draw: remove old draw_vertex_shader_queue_flush functionKeith Whitwell
2008-04-18draw: remove draw_vertex_cache.cKeith Whitwell
2008-04-18draw: switch over to draw_pt paths, will remove old code shortlyKeith 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: add vertex shader run_linear functionKeith Whitwell
2008-04-17draw: keep record of number of active vertex buffersKeith Whitwell
2008-04-14use the new macroZack Rusin
2008-04-14draw: hide passthrough shading paths behind an environment variableKeith Whitwell
2008-04-14Make shaders operate on a block of memory instead of arrays of vertex_header'sZack Rusin
2008-04-04gallium: Handle client-supplied edgeflags.Keith Whitwell
Also, implement support in the draw module. We were hardwiring these to one for quite a long time... Currently using a draw_set_edgeflags() function, may be better to push the argument into the draw_arrays() function. TBD.
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.
2008-03-31gallium: move the test for bypass_vs into the vs_XXX_run() functionsBrian
Also: 1. Added an identity_viewport flag to skip viewport transformation when it has no effect. Might also add an explicit bypass_viewport flag someday. 2. Separate the code for computing clip codes and doing the viewport transform. Predicate them separately. Note: even if bypass_vs is set, we still look at the shader to determine the number of inputs and outputs.
2008-03-29gallium: Set vertex state/buffers en-mass.Brian Paul
2008-03-27gallium: replace PIPE_ATTRIB_MAX with PIPE_MAX_ATTRIBSBrian
The later follows the naming scheme of other limits. Keep the old definition until all possible usage is updated.
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.
2008-03-22gallium: fix mem leak (fee pstipple stage)Brian
2008-03-14gallium: add explicit control for point sprites (convert points to textured ↵Brian
quads) New draw_enable_point_sprites() function. Fixes spriteblast.c demo
2008-03-13gallium: fix bug in draw_num_vs_outputs()Brian
2008-03-13gallium: added draw_enable_line_stipple() functionBrian
Allows drivers that implement line stipple to turn off this drawing stage.
2008-03-11draw: don't free our copy of the render stage -- just borrowing it from vbuf ↵Keith Whitwell
stage
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.
2008-02-27gallium: added draw_num_vs_outputs() to query number of post-transform ↵Brian
vertex attribs
2008-02-27gallium: remove dependencies on pipe_shader_state's semantic infoBrian
Use tgsi_scan_shader() to populate a tgsi_shader_info struct and use that instead.
2008-02-26gallium: replace draw_convert_wide_points() with draw_wide_point_threshold()Brian
Specifying a threshold size is a bit more flexible, and allows the option of converting even 1-pixel points to triangles (set threshold=0). Also, remove 0.25 pixel bias in wide_point().
2008-02-25gallium: fix bad ptr assignmentBrian
2008-02-25gallium: modify draw_find_vs_output() to search vertex shader outputsBrian
This simplifies drivers using the draw module and removes the last dependency on vertex-shader "internals". Since the draw module is producing the post-transformed vertices, it makes sense to ask it where specific vertex attributes are located. This could also simplify some things in the state tracker code for selection, feedback, rasterpos...
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.