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path: root/src/gallium/auxiliary/draw/draw_pt.c
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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: streamline the varray pathKeith Whitwell
- drop support for running the pipeline (ie. don't populate the flags values) - pass through all split-able primitives intact to the middle end - only primitives that can't be split are shunted on the draw-element path
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.
2008-05-08split larger primitives in the simple varray ptZack Rusin
2008-04-25draw: no need to special-case elts/get_elts for varray frontendKeith Whitwell
2008-04-25frontend for rendering without eltsZack 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.
2008-04-19draw: 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: 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
2008-04-18draw: remove draw_prim.cKeith Whitwell
2008-04-18draw: switch over to draw_pt paths, will remove old code shortlyKeith Whitwell
2008-04-18draw: remove fetch_pipeline middle end -- just use the general pathKeith Whitwell
2008-04-17draw: don't always run pipeline if clippingKeith Whitwell
2008-04-16draw: allow pt paths to run without a vbuf render stageKeith Whitwell
2008-04-16draw: make pt run pipeline when need_pipeline is true, not just when clippedKeith Whitwell
2008-04-14silence some warningsZack Rusin
2008-04-14draw: flush pipeline before trying to allocate more hw verticesKeith Whitwell
2008-04-14draw: hide passthrough shading paths behind an environment variableKeith Whitwell
2008-04-14Implement fetch/shade/pipeline or emit vertex passthrough.Zack Rusin
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.
2008-04-02draw: Set the backend prim in the pt 'prepare' operationKeith Whitwell
Leaving it until 'run' is bad as the primitive is pretty much state for some drivers and so needs to get set early. In some drivers this is used to determine things like vertex format, etc -- by the time we get to 'run', it's too late to change this.
2008-04-01draw: more flatshade_first changesKeith Whitwell
- Reduce the number of changes to the normal vertex ordering - Assume that the hardware knows how to do this in the standard case. - Add support to the passthrough vcache path.
2008-04-01draw: flush between pt/non-pt modesKeith Whitwell
2008-03-30draw: Do not run full pipeline when flatshade_first for point primitives.Michal Krol
2008-03-25draw: take primitive into account when deciding if the pipeline is activeKeith Whitwell
2008-03-23draw: check need_pipeline() in passthroughKeith 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.