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path: root/src/gallium/auxiliary/draw/draw_pt.h
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2008-04-24draw: handle edgeflags and reset-line-stipple againKeith Whitwell
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: always emit header in draw_pt_fetch.cKeith Whitwell
2008-04-19draw: remove named clipmask flags, tidy up pt middle endsKeith 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
2008-04-16draw: make pt run pipeline when need_pipeline is true, not just when clippedKeith Whitwell
2008-04-14Implement fetch/shade/pipeline or emit vertex passthrough.Zack Rusin
2008-04-06draw: fix edgeflag handling on the pt pathsKeith Whitwell
Encode edgeflags (and reset_stipple info) into the top two bits of the fetch elements. This info could be moved elsewhere, but for now we can live with a 1<<30 maximum element size... Also use the primitive decomposition code from draw_prim.c verbatim, as it includes all this stuff and is known to work.
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.
2008-03-24draw: pre-declare referenced structsKeith Whitwell
2008-03-23draw: fix crlfKeith Whitwell
2008-03-23draw: fix some unsigned vs ushort confusionKeith Whitwell
Middle-end elements are ushort, but prior to that have to treat all elements as unsigned to avoid wrapping and/or overruns.
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.