Age | Commit message (Collapse) | Author | |
---|---|---|---|
2008-04-17 | draw: don't always run pipeline if clipping | Keith Whitwell | |
2008-04-16 | draw: allow pt paths to run without a vbuf render stage | Keith Whitwell | |
2008-04-16 | draw: make pt run pipeline when need_pipeline is true, not just when clipped | Keith Whitwell | |
2008-04-14 | silence some warnings | Zack Rusin | |
2008-04-14 | draw: flush pipeline before trying to allocate more hw vertices | Keith Whitwell | |
2008-04-14 | draw: hide passthrough shading paths behind an environment variable | Keith Whitwell | |
2008-04-14 | Implement fetch/shade/pipeline or emit vertex passthrough. | Zack Rusin | |
2008-04-03 | draw: add passthrough path to the pipeline | Keith 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. | |||
2008-04-02 | draw: Set the backend prim in the pt 'prepare' operation | Keith 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. | |||
2008-04-01 | draw: more flatshade_first changes | Keith 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. | |||
2008-04-01 | draw: flush between pt/non-pt modes | Keith Whitwell | |
2008-03-30 | draw: Do not run full pipeline when flatshade_first for point primitives. | Michal Krol | |
2008-03-25 | draw: take primitive into account when deciding if the pipeline is active | Keith Whitwell | |
2008-03-23 | draw: check need_pipeline() in passthrough | Keith Whitwell | |
2008-03-23 | gallium: beginnings of draw module vertex rework | Keith 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. |