Commit Graph

17 Commits

Author SHA1 Message Date
Keith Whitwell
a41c05b20a draw: switch over to draw_pt paths, will remove old code shortly 2008-04-18 20:11:16 +01:00
Keith Whitwell
26c27f6636 draw: remove fetch_pipeline middle end -- just use the general path 2008-04-18 18:42:41 +01:00
Keith Whitwell
fe8af14124 draw: don't always run pipeline if clipping 2008-04-17 14:42:05 +01:00
Keith Whitwell
3be453bf7f draw: allow pt paths to run without a vbuf render stage 2008-04-16 12:55:47 +01:00
Keith Whitwell
a8582efaca draw: make pt run pipeline when need_pipeline is true, not just when clipped 2008-04-16 12:22:20 +01:00
Zack Rusin
2ba6e1fa71 silence some warnings 2008-04-14 12:29:23 -04:00
Keith Whitwell
a82e4996a1 draw: flush pipeline before trying to allocate more hw vertices 2008-04-14 12:37:19 +01:00
Keith Whitwell
caf293343f draw: hide passthrough shading paths behind an environment variable 2008-04-14 12:08:46 +01:00
Zack Rusin
0c1cb54923 Implement fetch/shade/pipeline or emit vertex passthrough. 2008-04-14 11:05:37 +01:00
Keith Whitwell
d2cb4ba0bb draw: add passthrough path to the pipeline
This handles the case where bypass_vs is set, but vertices need to go
through the pipeline for some reason - eg unfilled polygon mode.

Demonstrates how to drive the pipeline from inside one of these things.
2008-04-03 12:21:30 +01:00
Keith Whitwell
ae3c91e98c draw: Set the backend prim in the pt 'prepare' operation
Leaving it until 'run' is bad as the primitive is pretty much state
for some drivers and so needs to get set early.  In some drivers
this is used to determine things like vertex format, etc -- by the
time we get to 'run', it's too late to change this.
2008-04-02 12:02:32 +01:00
Keith Whitwell
edfa8201a5 draw: more flatshade_first changes
- Reduce the number of changes to the normal vertex ordering
- Assume that the hardware knows how to do this in the standard case.
- Add support to the passthrough vcache path.
2008-04-01 14:51:25 +01:00
Keith Whitwell
4b1377b240 draw: flush between pt/non-pt modes 2008-04-01 14:51:24 +01:00
Michal Krol
63950b11b6 draw: Do not run full pipeline when flatshade_first for point primitives. 2008-03-30 23:21:20 +02:00
Keith Whitwell
4505acf3b2 draw: take primitive into account when deciding if the pipeline is active 2008-03-25 15:22:32 +00:00
Keith Whitwell
3b217c7fa7 draw: check need_pipeline() in passthrough 2008-03-23 21:55:19 +00:00
Keith Whitwell
f40357e25c gallium: beginnings of draw module vertex rework
Trying to put a structure in place that we can actually optimize.
Initially just implementing a passthrough mode, this will fairly soon
replace all the vertex_cache/prim_queue/shader_queue stuff that's so
hard to understand...

Split the vertex processing into a couple of distinct stages:
- Frontend
    - Prepares two lists of elements (fetch and draw) to be processed
      by the next stage.  This stage doesn't fetch or draw vertices, but
      makes the decision which to draw.  Multiple implementations of this
      will implement different strategies, currently just a vcache
      implementation.
- MiddleEnd
    - Takes the list of fetch elements, fetches them, runs the vertex
      shader, cliptest, viewport transform on them to produce a
      linear array of vertex_header vertices.
    - Passes that list of vertices, plus the draw_elements (which index
      into that list) onto the backend
- Backend
    - Either the existing primitive/clipping pipeline, or the vbuf_render
      hardware backend provided by the driver.

Currently, the middle-end is the old passthrough code, and it build hardware
vertices, not vertex_header vertices as above.  It may be that passthrough
is a special case in this respect.
2008-03-23 17:36:49 +00:00