Age | Commit message (Collapse) | Author |
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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...
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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.
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Fixes glean hang, bug 26536.
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This fixes several assertion failures due to only Z32 being supported.
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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
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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.
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Non-mrt apps work, and the code looks correct, but not many mrt test apps
handy atm...
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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.
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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.
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Now mapping/unmapping the framebuffer is done by a rasteizer thread
rather than the main calling thread.
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Also bump MAX_THREADS to 8.
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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.
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Some of the state is per-thread. Put that state in new lp_rasterizer_task
struct.
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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.
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Also remove branches calculating masks for quads.
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Ugly code. Will eventually be reduced to a very thin inlined function.
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