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The draw module's vbuf stage builds buffers of post-transformed vertices
and issues draw-elements calls to render them. We'll pass the vertex and
index buffers to the SPUs...
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Track vertex/fragment shader state.
Plug in pipe->draw_arrays(), pipe->draw_elements().
Plug render stage (a stub) into end of 'draw' pipeline.
Specify a hard-coded vertex format for now.
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The state setting code was mostly just copied from the softpipe driver.
The SPUs can now get/put framebuffer tiles from/to main memory and clear
them to a given color. Lots of debug code in effect.
Tiled framebuffer is displayed in X window via the xmwinsys layer.
To enable Cell driver, export GALLIUM_CELL=1
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No real code yet. Just stand-ins and make/build infrastructure.
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