Age | Commit message (Collapse) | Author |
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We weren't saving the per-scene texture references at the right point.
Fixes piglit cubemap segfault. The segfault resulted from referencing
texture memory which was prematurely freed because of a missed reference
count.
Fixes fd.o bug 27276.
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Replicates softpipe.
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Otherwise IDEs and debuggers have trouble distinguishing from softpipe's
setup_context.
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The scissor test is implemented as another per-quad operation in
the JIT code. The four scissor box params are passed via the
lp_jit_context. In the JIT code we compare the quad's x/y coords
against the clip bounds and create a new in/out mask that's AND'd
with the main quad mask.
Note: we should also do scissor testing in the triangle setup code
to improve efficiency. That's not done yet.
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The setup tiling engine is now plugged directly into the draw module
as a rendering backend.
Removed a couple of layering violations such that the setup code no
longer reaches out into the surrounding llvmpipe state or context.
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Avoids crashes when first frame is rendered before window is mapped.
Avoids potential issue where fb state is changed before setup context is
flushed.
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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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This stub function will interface to the queue system...
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Move tiles_x,y fields from setup state into bin state.
Move more bin-adding commands into lp_bin.[ch].
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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.
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And put lp_ prefixes on some functions.
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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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Just introducing a new structure to represent a per-tile bin.
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The union itself consists of pointers. We don't need to be passing
pointer to pointers.
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WIP, does't build or run.
Rasterizer code is based on Nick Capen's devmaster posts and the
larrabee articles, but currently doesn't share either the performance
or correctness of either...
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