b6d3a435a0e0e53a9e8cc4c4249dc7c2f897a83d |
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24-Jan-2011 |
Jakob Bornecrantz <wallbraker@gmail.com> |
draw: Only run prepare when state, prim and opt changes In bad applications like ipers which does a lot of draw calls with no state changes this helps to greatly reduce time spent in prepare. In ipers around 7% of CPU was spent in various prepare functions, after this commit no prepare function show on the profile. This commit also has the added benefit of now grouping all pipelined drawing into a single draw call if the driver uses vbuf_render. Reviewed-by: Stéphane Marchesin <marcheu@chromium.org> Tested-by: Stéphane Marchesin <marcheu@chromium.org>
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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4465efc3bf8d755a9afb7a4bb5382e2f5bf113e1 |
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21-Sep-2011 |
Brian Paul <brianp@vmware.com> |
draw: add support for guard-band clipping
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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6c0dc4bafbdbdc0cb4b6e5934fe064226dbd47ec |
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20-Aug-2010 |
Keith Whitwell <keithw@vmware.com> |
draw: specialized cliptesting routines
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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a97419a3ba86fd112a22b5786c4f34f8d8a54f2d |
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07-Aug-2010 |
Chia-I Wu <olv@lunarg.com> |
draw: Remove varray and vcache. They have been deprecated by vsplit.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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04bc530dbdbe5d004219c9100e35f5d56cfedd80 |
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06-Aug-2010 |
Chia-I Wu <olv@lunarg.com> |
draw: Add vsplit frontend. vsplit is based on varray. It sets the split flags when a primitive is splitted. It also has support for indexed primitives. For indexed primitives, unlike vcache, vsplit splits the primitives instead of decomposes them.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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56213a64fe9e4270fd7886675b1e8224b2d88794 |
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07-Aug-2010 |
Chia-I Wu <olv@lunarg.com> |
draw: Add new util function draw_pt_trim_count. draw_pt_trim_count is renamed from trim in draw_pt.c.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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9d2be38fad109d9a10942fddde0b9dc3824c329c |
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18-Jul-2010 |
Chia-I Wu <olv@lunarg.com> |
draw: Simplify frontend interface a little. The run method is simplified to take the start vertex and the vertex count.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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f132498347c41294042db0cc6830abe928d827de |
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07-Aug-2010 |
Chia-I Wu <olv@lunarg.com> |
draw: Add prim flags to middle ends. Update the middle end interface to pass the primitive flags from the frontends to the pipeline. No frontend sets the flags yet.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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64682da8ab7aff7b4ce651db99a32ed1fd8b178c |
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23-Jun-2010 |
Keith Whitwell <keithw@vmware.com> |
draw: don't try to precalculate the pipeline output primitive We were previously calculating a value which was either the geometry shader output primitive or the application's input primitive, and passing that to the various front/middle/back components for use as the ultimate rendering primtive. Unfortunately, this was not correct -- if the vcache decomposition path is active and geometry shaders are *not* active, we can end up with a third primitive -- specifically the decomposed version of the input primitive. Rather than trying to precalculate this, just let the individual components inform their successors about which primitive type they are recieving.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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287531772ccea82c8a6c4dab5656d751a8943524 |
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16-Jun-2010 |
Zack Rusin <zackr@vmware.com> |
draw: rewrite stream output to handle all the dark corners register masks, multiple output buffers, multiple primitives, non-linear vertices (elts) and stride semantics.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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a192b5eeafae80f9f9e7e7e442abc5b44d583d1a |
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15-Jun-2010 |
Zack Rusin <zackr@vmware.com> |
draw: finish the new pipeline setup Keith came up with a new way of running the pipeline which involves passing a few info structs around (for fetch, vertices and prims) and allows us to correctly handle cases where we endup with multiple primitives generated by the pipeline itself.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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b85a361ccbac956d2842251395c048a4b3f4c440 |
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14-Jun-2010 |
Keith Whitwell <keithw@vmware.com> |
draw wip
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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d4ef0f6c67aefe06d8dd647acf8d9005df39a709 |
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09-Jun-2010 |
Zack Rusin <zack@kde.org> |
geometry shaders: make gs work with changable primitives and variable number of vertices lots and lots of fixes for geometry shaders. in particular now we work when the gs emits a different primitive than the one the pipeline was started with and also we work when gs emits more vertices than would fit in the original buffer.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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c9db97c8229689060fab0edee7df717f804b99ce |
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31-May-2010 |
Zack Rusin <zack@kde.org> |
gallium: a lot more complete implementation of stream output interface wise we have everything needed by d3d10 and gl transform feedback. the draw module misses implementation of some corner cases (e.g. when stream output wants different number of components per output than normal rendering paths)
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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2197fac47cb1f87387820678357cc67c9a2536b9 |
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19-Apr-2010 |
José Fonseca <jfonseca@vmware.com> |
draw: Implement index bias.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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c5c5cd7132e18f4aad8e73d8ee879f8823c4c1e7 |
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23-Feb-2010 |
Zack Rusin <zackr@vmware.com> |
gallium/draw: initial code to properly support llvm in the draw module code generate big chunks of the vertex pipeline in order to speed up software vertex processing.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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543b9566bdaa48fea2df1866fa1310c1cdbcde27 |
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30-Dec-2009 |
Michal Krol <michal@vmware.com> |
Add lame support for instanceID to draw module. It's all screaming for integer support -- fake it with float for now.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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a0127b6ced257919180ba3a1bf534b68d9c750be |
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14-Dec-2009 |
Roland Scheidegger <sroland@vmware.com> |
gallium: more work for edgeflags changes fixes, cleanups, etc. not working yet
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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a08e348a84f57ed5e8bf5888f1ce13934d2ce8fa |
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09-Dec-2009 |
Keith Whitwell <keithw@vmware.com> |
gallium: first steps to treat edgeflags as regular vertex element The idea here is to eliminate the set_edgeflags() call in pipe_context by treating edgeflags as a regular vertex element. Edgeflags provoke special treatment in hardware, which means we need to label them in some way, in this case we'll be passing them through the vertex shader and labelling the vertex shader output with a new TGSI semantic (TGSI_SEMANTIC_EDGEFLAG).
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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d2e4643767ce2a1f30e6ef1c86c2aa225c025c32 |
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19-Jun-2009 |
Brian Paul <brianp@vmware.com> |
draw: use u_reduced_prim() function
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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c6b3c2f34b5fdc30e679068d4e6130ba30efc1e4 |
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30-Apr-2009 |
Keith Whitwell <keithw@vmware.com> |
gallium/draw: cope with unused vertex_elements
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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683e7091a953204c9aee1410ac44be3b69bae9fc |
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13-Mar-2009 |
Keith Whitwell <keithw@vmware.com> |
gallium: consolidate bypass_vs and bypass_clipping flags The draw module provides a similar interface to the driver which is retained as various bits of hardware may be able to take on incremental parts of the vertex pipeline. However, there's no need to advertise all this complexity to the state tracker. There are basically two modes now - normal and passthrough/screen-coords.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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befa4ff50ec4728de70c04532f8c7342fbd70147 |
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17-Feb-2009 |
Keith Whitwell <keithw@vmware.com> |
draw: add map/unmap directives for swtnl driver interface Previously draw module asked for a pointer into (mapped) vertex data, which it would incrementally fill and emit draw commands against. This was hard for the drivers to deal with, especially in the case where a draw command would force a flush and thus an unmap of the vertex data. With this change, the draw module explicitly maps & then unmaps vertex data prior to emitting draw commands.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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e6887a5752774c18cf527477fdd3e57e4893ff3b |
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25-Aug-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
draw: attempt atomic submit of large drawelements calls
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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0a4aea0e86a897d9afb9f2a0ec27f03faf8f1b21 |
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02-Jun-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
draw: respect driver's max vertex buffer size
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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82605d7bcd533d7c96cc619c45970efd7229dc3b |
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29-May-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
draw: draw_range_elements trial
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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b23706454bb165a62888d264e95a98a2e4cf139c |
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13-May-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
draw: get rid of fetch-shade-emit frontend hack The code is now living in it's intended place as a pt middle end.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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bbda45ec769120324f44febf00c6bb170f594f23 |
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12-May-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
draw: turn fse path into a middle end Also add some util functions in pt_util.c
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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b5e5369da5fc50d63a6ece931fac44b555eb0314 |
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12-May-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
draw: add fetch-shade-emit path 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.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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fe586f8612dd517b9a1f0d87fbaf3a75e3caf588 |
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07-May-2008 |
Zack Rusin <zack@tungstengraphics.com> |
redo the linear paths
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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abb08e9335b5d7cb004dc9e6cec390ab6968abe5 |
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04-May-2008 |
Zack Rusin <zack@tungstengraphics.com> |
implement linear emition and fetching and plug it in the varray paths
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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992d0b997f8f7e965e56852b81e01c290f8c13de |
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24-Apr-2008 |
Zack Rusin <zack@tungstengraphics.com> |
frontend for rendering without elts
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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f93332da5655a31b6c44a1079629a15360ff999b |
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24-Apr-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
draw: handle edgeflags and reset-line-stipple again
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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7d72607e142c0412b88183b849fd701e698b8f79 |
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19-Apr-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
draw: move incoming vertex state into draw->pt This state is effectively private to the vertex processing part of the draw module.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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c898eae27221bd23b11327553c215a94369eeb99 |
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19-Apr-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
draw: always emit header in draw_pt_fetch.c
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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1246d06313f443c91dea07239b43a88ba2b86dde |
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19-Apr-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
draw: remove named clipmask flags, tidy up pt middle ends
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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26c27f6636069ca849a740c3969c577d841484e2 |
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18-Apr-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
draw: remove fetch_pipeline middle end -- just use the general path
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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a773f06e969a3992451dd7fe6fd55ea96b2774fa |
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18-Apr-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
draw: split off all the extra functionality in the vertex shader This will at least allow us to make the initial gains to get decent vertex performance much more quickly & with higher confidence of getting it right. At some later point can look again at code-generating all the fetch/cliptest/viewport extras in the same block as the vertex shader. For now, just need to get some decent baseline performance.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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c503e55d74cf84f87f82b3dab3cb4d38b201d47a |
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17-Apr-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
draw: move hw vertex emit to a new module
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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a8582efaca35d09c8ca18918a243a9284583356d |
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16-Apr-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
draw: make pt run pipeline when need_pipeline is true, not just when clipped
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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0c1cb54923f3ab31caa2821e095685277174dd2f |
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13-Apr-2008 |
Zack Rusin <zack@tungstengraphics.com> |
Implement fetch/shade/pipeline or emit vertex passthrough.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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5c19e47362c2d193850e98bd43a2bc2b783b0b5c |
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06-Apr-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
draw: fix edgeflag handling on the pt paths Encode edgeflags (and reset_stipple info) into the top two bits of the fetch elements. This info could be moved elsewhere, but for now we can live with a 1<<30 maximum element size... Also use the primitive decomposition code from draw_prim.c verbatim, as it includes all this stuff and is known to work.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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d2cb4ba0bb2388c784f145c59f3798f914dc7f39 |
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03-Apr-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
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.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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ae3c91e98ce3355bca22738440f8ba313b3b8b23 |
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02-Apr-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
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.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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edfa8201a50c47376b7aa0c05d7851e3e1353bde |
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01-Apr-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
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.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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e0a9ce10f4c30b1aec08c46b6a33885782d40dd0 |
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24-Mar-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
draw: pre-declare referenced structs
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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e6ea786c003762143fdf4c63a6fc6a08f27e444e |
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23-Mar-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
draw: fix crlf
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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301b187ca9a811b608894d20bab934af0a10b8ab |
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23-Mar-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
draw: fix some unsigned vs ushort confusion Middle-end elements are ushort, but prior to that have to treat all elements as unsigned to avoid wrapping and/or overruns.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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f40357e25c0520ef1d64ffab03501da4c8b93529 |
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23-Mar-2008 |
Keith Whitwell <keith@tungstengraphics.com> |
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.
/external/mesa3d/src/gallium/auxiliary/draw/draw_pt.h
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