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path: root/src/gallium/auxiliary/draw/draw_private.h
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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: make draw_reset_vertex_ids private to the draw_pipe_* codeKeith Whitwell
2008-04-19draw: put pipeline flushing behind a new interfaceKeith 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: remove named clipmask flags, tidy up pt middle endsKeith Whitwell
2008-04-19draw: remove more dead data structuresKeith Whitwell
2008-04-19draw: remove dead data structuresKeith Whitwell
2008-04-18draw: remove old draw_vertex_shader_queue_flush functionKeith 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: move hw vertex emit to a new moduleKeith Whitwell
2008-04-17draw: add vertex shader run_linear functionKeith Whitwell
2008-04-17draw: keep record of number of active vertex buffersKeith Whitwell
2008-04-16draw: make pt run pipeline when need_pipeline is true, not just when clippedKeith Whitwell
2008-04-14pass vertex size to shaders so that callee can decide on the sizeZack Rusin
of the vertices and not always have to use the maximum vertex allocation size for them
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
2008-04-14return true if one of the vertices has been clippedZack Rusin
2008-04-14pass arbitrary number of vertices to the shader execution cycleZack 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.
2008-04-03draw: 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: 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.
2008-03-27gallium: 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.
2008-03-27gallium: remove temporary static varBrian
2008-03-25draw: take primitive into account when deciding if the pipeline is activeKeith Whitwell
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.
2008-03-14gallium: 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: added draw_enable_line_stipple() functionBrian
Allows drivers that implement line stipple to turn off this drawing stage.
2008-03-12gallium: change draw_vertex_shader->state from pointer to structBrian
We were sometimes keeping a pointer to a stack-allocated object. Now make a copy of the pipe_shader_state object. This should fix some seemingly random memory errors/crashes.
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: 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().
2008-02-21gallium: 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.
2008-02-21draw: vertex cache reworkKeith Whitwell
Take a baby step to straightening out vertex paths.
2008-02-19Use gallium's rtasm module.José Fonseca
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.
2008-02-15draw: 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)