Age | Commit message (Collapse) | Author |
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Also, remove obsolete matrix codegen code.
cherry-picked from master
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cherry-picked from master
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cherry-picked from master
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Also add some util functions in pt_util.c
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- drop support for running the pipeline (ie. don't populate the flags values)
- pass through all split-able primitives intact to the middle end
- only primitives that can't be split are shunted on the draw-element path
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Enable with TEST_FSE=t. Performs fetch from API-provided vertex buffers,
transformation with one of three (two working) hard-coded shaders, and
final emit to hardware vertices all in a single pass.
Currently only really useful for profiling in conjunction with SP_NO_RAST=t.
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It always creates the C:\gallium.cfg , even if it does not exists, which
might be confusing.
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Only make sure the GPU is finished with a buffer before mapping.
The opposite -- waiting for the CPU to be finished before handing
to the CPU -- must be done before fencing.
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It's quite a big struct & we examine it a lot (too much). Reduce
the impact of this by just looking at the active part where possible.
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