Age | Commit message (Collapse) | Author |
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we don't index within the outputs but only within the inputs
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there's no good way of aligning the output's, and since the vertex_header
is variable sized in the first place we need to extract elements from a vector
and store them individually into an array. this gets the basic examples working
again
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Conflicts:
src/gallium/auxiliary/draw/draw_context.c
src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline.c
src/gallium/auxiliary/pipebuffer/Makefile
src/gallium/auxiliary/pipebuffer/SConscript
src/gallium/auxiliary/pipebuffer/pb_buffer_fenced.c
src/gallium/auxiliary/tgsi/tgsi_scan.c
src/gallium/drivers/i915/i915_surface.c
src/gallium/drivers/i915/i915_texture.c
src/gallium/drivers/llvmpipe/lp_setup.c
src/gallium/drivers/llvmpipe/lp_tex_sample_c.c
src/gallium/drivers/llvmpipe/lp_texture.c
src/gallium/drivers/softpipe/sp_prim_vbuf.c
src/gallium/state_trackers/xorg/xorg_dri2.c
src/gallium/winsys/drm/intel/gem/intel_drm_api.c
src/gallium/winsys/drm/nouveau/drm/nouveau_drm_api.c
src/gallium/winsys/drm/radeon/core/radeon_drm.c
src/gallium/winsys/drm/vmware/core/vmw_screen_dri.c
src/mesa/state_tracker/st_cb_clear.c
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use correct number of vertex inputs
fix not running pipeline in case of edgeflags
changes to mesa to tgsi translation still very broken
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fixes, cleanups, etc.
not working yet
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The idea here is to eliminate the set_edgeflags() call in pipe_context
by treating edgeflags as a regular vertex element.
Edgeflags provoke special treatment in hardware, which means we need to
label them in some way, in this case we'll be passing them through the
vertex shader and labelling the vertex shader output with a new TGSI
semantic (TGSI_SEMANTIC_EDGEFLAG).
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Conflicts:
src/gallium/auxiliary/util/u_cpu_detect.c
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The draw module provides a similar interface to the driver which
is retained as various bits of hardware may be able to take on
incremental parts of the vertex pipeline. However, there's no
need to advertise all this complexity to the state tracker.
There are basically two modes now - normal and passthrough/screen-coords.
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Also, rename p_tile.[ch] to u_tile.[ch]
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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.
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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.
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