Age | Commit message (Collapse) | Author |
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Move declarations before code.
Fix void pointer arithmetic.
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This is a full rewrite of the drawing and buffer management logic.
It offers a lot of improvements:
1. A copy of buffers is now always kept in system memory. This is
necessary to allow software processing of them, which is necessary
or improves performance in many cases.
2. Support for pushing vertices on the FIFO, with index lookup if necessary.
3. "Smart" draw code that tries to intelligently choose the cheapest
way to draw something: whether to use inline vertices or hardware
vertex buffer, and whether to use hardware index buffers
4. Support for all vertex formats supported by the hardware
5. Usage of translate to push vertices, supporting all formats that are
sensible to use as vertex formats
6. Support for base vertex
7. Usage of Ben Skeggs' primitive splitter originally for nv50, allowing
correct splitting of line loops, triangle fans, etc.
8. Support for instancing
9. Precomputation using the vertex elements CSO
Thanks to Ben Skeggs for his primitive splitter originally for nv50.
Thanks to Christoph Bumiller for his nv50 push code, that was the basis
of this work, even though I changed his code dramatically, in particular
to replace his ad-hoc vertex data emitter with translate.
The changes could also go into nv50 too, but there are substantial
differences due to the additional nv50 hardware features.
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Seems a reasonable threshold for now.
Significantly speeds up Piglit's 1x1 glReadPixels (but, you know,
reading pixels in 1x1 blocks is NOT a good idea, especially if you
might be running on a less-than-perfect driver).
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This patch adds support for creating temporary surfaces to allow
rendering to surfaces that cannot be rendered to.
It uses the _second_ version of the render temporary infrastructure.
This is necessary for swizzled 3D textures and small mipmaps of
swizzled 2D textures.
This version of the patch creates a resource to use as a temporary
instead of a raw BO, making the code simpler.
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This patch implements nv04_surface_copy/fill using the new 2D engine module.
It supports falling back to the 3D engine using the u_blitter module, which will be
added in a later patch.
Also adds support for using the 3D engine, reusing the u_blitter module
created for r300.
This is used for unswizzling and copies between swizzled surfaces.
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more consistent with rest of gallium naming conventions.
Also rename driver-internal names for these the same.
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this probably needs further cleanup (just getting a surface for the resource
seems quite nonoptimal and potentially cause unnecessary copies I think)
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The files are identical except formatting.
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