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path: root/src/gallium/drivers/llvmpipe/lp_rast_priv.h
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2010-03-02llvmpipe: reorganize transfer usageKeith Whitwell
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.
2010-02-24llvmpipe: clean up rasterization threads upon context destructionBrian Paul
Fixes glean hang, bug 26536.
2010-02-24llvmpipe: pass fewer parameters to rasterization functionsBrian Paul
2010-02-10llvmpipe: Fix null pointer dereference when no depth buffer is bound.José Fonseca
2010-02-10llvmpipe: Leave depth buffer in swizzled format.José Fonseca
This fixes several assertion failures due to only Z32 being supported.
2010-02-05Merge remote branch 'origin/lp-binning'José Fonseca
Conflicts: src/gallium/auxiliary/util/u_dl.c src/gallium/auxiliary/util/u_time.h src/gallium/drivers/llvmpipe/lp_state_derived.c src/gallium/drivers/llvmpipe/lp_state_surface.c src/gallium/drivers/llvmpipe/lp_tex_cache.c src/gallium/drivers/llvmpipe/lp_tile_cache.c
2010-01-15llvmpipe: generate two shader varients, one omits triangle in/out testingBrian Paul
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.
2010-01-10llvmpipe: initial mrt supportKeith Whitwell
Non-mrt apps work, and the code looks correct, but not many mrt test apps handy atm...
2009-12-16llvmpipe: do final the pixel in/out triangle test in the fragment shaderBrian Paul
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.
2009-12-13llvmpipe: rename bins to sceneKeith Whitwell
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.
2009-12-11llvmpipe: checkpoint: more thread/queuing changesBrian Paul
Now mapping/unmapping the framebuffer is done by a rasteizer thread rather than the main calling thread.
2009-12-11llvmpipe: remove unused lp_rasterizer::fb fieldBrian Paul
2009-12-11llvmpipe: improve framebuffer/surface codeBrian Paul
2009-12-10llvmpipe: checkpoint: use empty/full bin queuesBrian Paul
2009-12-09llvmpipe: checkpoint: begin plugging in bin queue codeBrian Paul
2009-12-08llvmpipe: Use number of CPUs as default number of threads.José Fonseca
Also bump MAX_THREADS to 8.
2009-12-07llvmpipe: implement threaded rasterizationBrian Paul
The LP_NUM_THREADS env var controls how many threads are created. The default (and max) is 4, for now. If LP_NUM_THREADS = 0, threading is not used.
2009-12-07llvmpipe: repartition lp_rasterizer state for threadingBrian Paul
Some of the state is per-thread. Put that state in new lp_rasterizer_task struct.
2009-12-04llvmpipe: bin state-change commandsBrian Paul
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.
2009-12-03llvmpipe: comments, clean-ups in lp_rast_priv.hBrian Paul
2009-12-01llvmpipe: make nr_blocks unsignedBrian Paul
2009-10-20llvmpipe: move block list into rast structKeith Whitwell
2009-10-20llvmpipe: precalculate some offsetsKeith Whitwell
2009-10-19llvmpipe: calculate masks in format desired by shaderKeith Whitwell
Also remove branches calculating masks for quads.
2009-10-09llvmpipe: Get jit_context/jit_function across the rasterizer.José Fonseca
2009-10-09llvmpipe: trivial/clear worksKeith Whitwell
2009-10-09llvmpipe: Follow write_color/write_zstencil.José Fonseca
2009-10-09llvmpipe: calculate overall width and height, pass to rasterizerKeith Whitwell
2009-10-08llvmpipe: Complete more rasterizer methods..José Fonseca
2009-10-08llvmpipe: Update more copyright headers.José Fonseca
2009-10-08llvmpipe: Add the rast -> jit shader glue.José Fonseca
Ugly code. Will eventually be reduced to a very thin inlined function.
2009-10-08llvmpipe: more wippingKeith Whitwell