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path: root/src/gallium/auxiliary/draw/draw_pt_vcache.c
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2010-06-09geometry shaders: make gs work with changable primitives and variable number ↵Zack Rusin
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.
2010-05-05gallium: still more provoking vertex fixesBrian Paul
This fixes edge flags for polygons and provoking vertex for filled quads.
2010-05-05gallium: rework provoking vertex codeBrian Paul
Builds on commit ddb0e18f6c5582d4d2cc59ffd16ad9c4639ed059 and fixes regressions in glean clipFlat test. We assume that Gallium drivers observe flatshade_first for all triangles and that all the assorted per-triangle calls in the 'draw' module also follow flatshade_first. Everything else builds on those rules. Gallium does not use follow flatshade_first for GL quads, quad strips and polygons; the "last" vertex is always the provoking vertex for those prims. So now there are separate QUAD_FIRST_PV and QUAD_LAST_PV macros in the draw primitive decomposition code instead of one QUAD macro.
2010-04-20draw: No need to rebase for elt_bias.José Fonseca
As we are rebasing to min_index + elt_bias, and the vertex buffer has no elt_bias. I still don't know how to exercise this code. I hope this is now right.
2010-04-20draw: Fix cache elt_bias implementation.José Fonseca
2010-04-19draw: Implement index bias.José Fonseca
2009-11-26draw: Fix max_index check.Keith Whitwell
We want to fallback to draw splitting when vertex element indices might be too high for atomic draw path (currently limited to 4095).
2009-10-27draw: Fix memory leak.Vinson Lee
This would only be hit if we got and invalid index_size.
2009-06-19draw: use u_reduced_prim() functionBrian Paul
2009-06-18draw: fix first provoking vertex mode for unfilled quadsBrian Paul
2008-12-11gallium: catch vertex overflow higher upAlan Hourihane
2008-09-02draw: Put INLINES where appropriate.José Fonseca
In the hope of MSVC inline some more functions, but without much result.
2008-08-26draw: attempt atomic submit of large drawelements callsKeith Whitwell
2008-08-24gallium: refactor/replace p_util.h with util/u_memory.h and util/u_math.hBrian Paul
Also, rename p_tile.[ch] to u_tile.[ch]
2008-06-06draw: make sure middle-end primitive is uptodate in vcacheKeith Whitwell
2008-06-04draw: respect driver's max vertex buffer sizeKeith Whitwell
2008-06-02draw: fast element translate path without deltaKeith Whitwell
2008-05-29draw: quieten some debugKeith Whitwell
2008-05-29draw: better calculation of fetch_countKeith Whitwell
2008-05-29draw: remove printfKeith Whitwell
2008-05-29draw: draw_range_elements trialKeith Whitwell
2008-05-27draw: restore extras path in draw_pt_vcache.c, keep pipeline flags out of ↵Keith Whitwell
non-pipeline elts
2008-05-13decomposition from keith, adds decomposition of more prim to the pipelineZack Rusin
2008-05-12draw: turn fse path into a middle endKeith Whitwell
Also add some util functions in pt_util.c
2008-05-01draw: squash warningsKeith Whitwell
2008-04-25draw: emit extra flags whenever pipeline is activeKeith Whitwell
The assert was in fact over-sensitive, but emitting the extra flags is pretty trivial & we may as well just do it whenever we know the pipeline is running.
2008-04-24draw: handle edgeflags and reset-line-stipple againKeith Whitwell
2008-04-23gallium: fix issues in recursive flushingBrian Paul
When flushing/rendering, some stages (like AA line/point) need to set pipe/driver state. Those driver functions often call draw_flush(). That leads to recursion. Use new draw->suspend_flush flag to explicitly prevent that in the key places. Remove the draw->vcache_flushing field. Reuse draw->flushing as a debug/assertion var.
2008-04-22gallium: added a flushing_vcache flag, test in draw_do_flush()Brian Paul
Fixes broken polygon stipple, aaline, aapoint stages
2008-04-22draw: disable broken edgeflag code - didn't work & was killing performanceKeith Whitwell
2008-04-21draw: propogate lots of errorsKeith 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.
2008-04-16draw: make pt run pipeline when need_pipeline is true, not just when clippedKeith Whitwell
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.
2008-04-02draw: 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.
2008-03-29gallium: Fix some MSVC warnings.José Fonseca
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.