Age | Commit message (Collapse) | Author |
|
The triangle rasterizer sets this field to indicate front/back-facing.
It gets passed into the generated fragment code as another parameter.
Used now for stencil front/back selection but will also be used for
fragment shaders in general (see TGSI_SEMANTIC_FACE).
With this commit two-sided stenciling mostly works but there's
still a bug or two...
|
|
Otherwise IDEs and debuggers have trouble distinguishing from softpipe's
setup_context.
|
|
For debugging purposes only.
|
|
Move transfer creation and mapping to the "scene" object, and out of
the rasterizer. The rasterizer operates on already-mapped
framebuffers only, and no longer needs a screen or context pointer.
The scene object has access to a pipe_context, and this reorg prepares
for moving transfer functionality from the screen to the context.
|
|
|
|
This fixes several assertion failures due to only Z32 being supported.
|
|
warnings.
|
|
Conflicts:
src/gallium/drivers/llvmpipe/lp_quad.h
src/gallium/drivers/llvmpipe/lp_setup.c
|
|
These values aren't needed outside the do_triangle_ccw() function.
|
|
When we know that a 4x4 pixel block is entirely inside of a triangle
use the jit function which omits the in/out test code.
Results in a few percent speedup in many tests.
|
|
|
|
The test to determine which of the pixels in a 2x2 quad is now done in
the fragment shader rather than in the calling C code. This is a little
faster but there's a few more things to do.
Note that the step[] array elements are in a different order now. Rather
than being in row-major order for the 4x4 grid, they're in "quad-major"
order. The setup of the step arrays is a little more complicated now.
So is the course/intermediate tile test code, but some lookup tables
help with that.
Next steps:
- early-cull 2x2 quads which are totally outside the triangle.
- skip the in/out test for fully contained quads
- make the in/out comparison code tighter/faster.
|
|
It was pretty confusing having an entity named "bin" and another named
"bins", not least because sometimes there was a need to talk about >1
of the "bins" objects, which couldn't be pluralized any further...
Scene is a term used in a bunch of places to talk about what a binner
operates on, so it's a decent choice here.
|
|
|
|
|
|
|
|
|
|
Some of the state is per-thread. Put that state in new lp_rasterizer_task
struct.
|
|
Move tiles_x,y fields from setup state into bin state.
Move more bin-adding commands into lp_bin.[ch].
|
|
New lp_bins struct contains all bin information.
More move bin-related code into lp_bin.[ch]
Use new/updated bin-access functions to hide implementation details.
The result is more/cleaner separation between the setup and rast components.
This will make double-buffering of the bins easier, etc.
|
|
First step of moving bin rasterization/execution code out of lp_setup.c
|
|
|
|
And put lp_ prefixes on some functions.
|
|
Makes lp_rast_triangle a little smaller (now 280 bytes on a 32-bit system).
|
|
Previously, each triangle had a pointer to the state to use for shading.
Now we insert state-change commands into the bins. When we execute one
of those commands we just update a 'current state' pointer and use that
pointer when calling the jit shader.
When inserting state-change commands into a bin we check if the previous
command was also a state-change command and simply replace it. This
avoids accumulating useless/redundant state-change commands.
|
|
Much less memory per triangle now.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The union itself consists of pointers. We don't need to be passing
pointer to pointers.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Ugly code. Will eventually be reduced to a very thin inlined function.
|
|
|