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path: root/src/gallium/auxiliary/draw
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2008-04-10remove usage of vertex_headerKeith Whitwell
2008-04-07draw: strip edgeflags out of fetch-emit pathKeith 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.
2008-04-05draw: Use debug_printf().Michal Krol
2008-04-04gallium: new debug code, disabledBrian Paul
2008-04-04gallium: Handle client-supplied edgeflags.Keith Whitwell
Also, implement support in the draw module. We were hardwiring these to one for quite a long time... Currently using a draw_set_edgeflags() function, may be better to push the argument into the draw_arrays() function. TBD.
2008-04-04draw: move code to run pipeline from pt to new fileKeith Whitwell
Add facility for draw_vbuf.c to reset these vertex ids on flushes. Pre-initialize vertex ids correctly.
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: add missing break statementKeith Whitwell
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.
2008-04-02gallium: add a flag to turn on gl rasterization rulesKeith Whitwell
Use this to set up hardware rasterization (if your hardware can do it) or otherwise turn on various tweaks in the draw module. Currently only hooked up to point biasing code.
2008-04-02gallium: add temporary facility for rasterization-time clamping of point sizesKeith Whitwell
2008-04-01draw: remove dead codeKeith Whitwell
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.
2008-04-01draw: respect flatshade_first in flatshade stageKeith Whitwell
2008-04-01draw: associate rhw divide with clipping not viewport flagKeith Whitwell
2008-04-01draw: flush between pt/non-pt modesKeith Whitwell
2008-03-31gallium: draw_passthrough.c is obsolete - removedBrian
2008-03-31gallium: move the test for bypass_vs into the vs_XXX_run() functionsBrian
Also: 1. Added an identity_viewport flag to skip viewport transformation when it has no effect. Might also add an explicit bypass_viewport flag someday. 2. Separate the code for computing clip codes and doing the viewport transform. Predicate them separately. Note: even if bypass_vs is set, we still look at the shader to determine the number of inputs and outputs.
2008-03-31gallium: draw_passthrough.c is not used anymoreBrian
2008-03-31gallium: draw_passthrough.c is not used anymoreBrian
2008-03-30draw: Do not run full pipeline when flatshade_first for point primitives.Michal Krol
2008-03-30draw: Fix bypass_vs semantic misuse.Michal Krol
2008-03-29gallium: Set vertex state/buffers en-mass.Brian Paul
2008-03-29gallium: Fix some MSVC warnings.José Fonseca
2008-03-27gallium: replace PIPE_ATTRIB_MAX with PIPE_MAX_ATTRIBSBrian
The later follows the naming scheme of other limits. Keep the old definition until all possible usage is updated.
2008-03-27gallium: remove temporary static varBrian
2008-03-26gallium: as for aapoints, make the extra texcoord per-shader stateBrian Paul
2008-03-25gallium: the generic attrib we use for computing coverage is per-shaderBrian
Fixes a very tricky conformance failure.
2008-03-25draw: Take flatshade_first rasterizer bit into account.Michal Krol
2008-03-25draw: vertex fetch can be validated too early leading to an assertion... disableKeith Whitwell
2008-03-25draw: don't use fetch_and_store for bypass_vs mode, it's not quite rightKeith Whitwell
2008-03-25draw: take primitive into account when deciding if the pipeline is activeKeith Whitwell
2008-03-24gallium: be smarter about picking the sampler unit for pstipple, aaalinesBrian
Also, if the app really uses all available sampler/texture units, don't just die. Just use the last sampler for the pstipple or aaline texture.
2008-03-24gallium: move sampler_unit field to pstip_fragment_shader since it's per-shaderBrian
Also, fix another texture refcounting bug.
2008-03-24gallium: make a copy of the vertex shader's token array.Brian
This solves problems when the state tracker frees the token array when the draw module still needs it.
2008-03-24gallium: use pipe_texture_reference() in a few places (fixes refcounting bugs)Brian
2008-03-24draw: pre-declare referenced structsKeith Whitwell
2008-03-24Revert "draw: Fix #include order to fix Linux build."Keith Whitwell
This reverts commit a6d17bf671d6bfbb187a62ba14b9ad08fb5dafe1.
2008-03-24draw: Fix #include order to fix Linux build.Michel Dänzer
2008-03-23draw: check need_pipeline() in passthroughKeith Whitwell
2008-03-23draw: tweak the definition of draw_need_pipeline, fix minor bugKeith Whitwell
2008-03-23draw: fix crlfKeith Whitwell
2008-03-23draw: rename emit functions to match pipe_format namesKeith Whitwell
2008-03-23draw: restructure fetch/emit as a pair of function callsKeith 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.
2008-03-22gallium: free samplers, textures in destroy()Brian
2008-03-22gallium: fix mem leak (fee pstipple stage)Brian
2008-03-19gallium: add face, dirtyLevels params to pipe->texture_update()Brian Paul
This provides better information about which images in texture object have changed. Also, call texture_update() from more places previously missed.