Age | Commit message (Collapse) | Author |
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Previously, MultiDrawElements just called DrawElements a bunch of times.
By sending several primitives down the pipeline at once, we avoid a bunch
of validation. On my GL demo, this improves fps by 2.5% (+/- .41%) and
reduces CPU usage by 70.5% (+/- 2.9%) (n=3).
Reviewed by: Ian Romanick <ian.d.romanick@intel.com>
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Also, trim down #includes.
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The textured quad path is slightly faster and will work with POT textures
on i945.
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more critical.
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The optional array index should clearly be enclosed in square
brackets. This helps the oglconform test vp_binding.c get a bit
farther, but it still fails.
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Can be implemented with CMP src2, src1, src0
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There really need to use state emits under kms, otherwise
we end up with some dwords in the command buffer before we've
ever emitted any useful state.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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