Age | Commit message (Collapse) | Author |
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UNDEFINED_VERTEX_ID is used by draw_pipe_vbuf to decide whether a vertex
has been emitted or not. The non-pipeline pathes do not use it (they
tell the frontend the max vertex count when prepare() is called).
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Triangle strip alternates the front/back orientation of its triangles.
max_vertices was made even so that varray never splitted a triangle
strip at the wrong positions.
It did not work with triangle strips with adjacencies. And it is no
longer relevant with vsplit.
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Update the middle end interface to pass the primitive flags from the
frontends to the pipeline. No frontend sets the flags yet.
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We were previously calculating a value which was either the geometry
shader output primitive or the application's input primitive, and
passing that to the various front/middle/back components for use as
the ultimate rendering primtive.
Unfortunately, this was not correct -- if the vcache decomposition
path is active and geometry shaders are *not* active, we can end up
with a third primitive -- specifically the decomposed version of the
input primitive.
Rather than trying to precalculate this, just let the individual
components inform their successors about which primitive type they are
recieving.
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of vertices
lots and lots of fixes for geometry shaders. in particular now we work when the gs
emits a different primitive than the one the pipeline was started with and also
we work when gs emits more vertices than would fit in the original buffer.
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Now we have draw_elements() and draw_arrays() to be consistent with the
pipe_context drawing functions.
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max_index must be observed to prevent crashes due to bad index data.
I've been using this patch for some time without regressions.
Some places, where we use internal vertex buffer, it is not entirely
clear what max_index should be, so passing just ~0 to avoid regressions
for now.
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It's all screaming for integer support -- fake it with float for now.
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Modify the translate module to respect instance divisors and accept
instance id as a parameter to calculate input vertex offset.
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Previously draw module asked for a pointer into (mapped) vertex data,
which it would incrementally fill and emit draw commands against. This
was hard for the drivers to deal with, especially in the case where a
draw command would force a flush and thus an unmap of the vertex data.
With this change, the draw module explicitly maps & then unmaps vertex
data prior to emitting draw commands.
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Also, rename p_tile.[ch] to u_tile.[ch]
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checks to code creating the cache.
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This state is effectively private to the vertex processing part
of the draw module.
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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.
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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.
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The later follows the naming scheme of other limits.
Keep the old definition until all possible usage is updated.
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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.
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