History log of /external/mesa3d/src/gallium/auxiliary/util/u_split_prim.h
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
c7111f321ca16f2c72cc59975b728a566daae95a 26-Aug-2010 Vinson Lee <vlee@vmware.com> util: Add include guard in u_split_prim.h.
/external/mesa3d/src/gallium/auxiliary/util/u_split_prim.h
cc3e322d967e51a8c0fa794a310a93ee4b684a91 26-Aug-2010 Vinson Lee <vlee@vmware.com> util: Include missing headers in u_split_prim.h.

Include p_compiler.h for boolean symbol.
Include u_debug.h for assert symbol.
/external/mesa3d/src/gallium/auxiliary/util/u_split_prim.h
c0eb479e0782c063a1a781f81b99a18ef649e9ef 23-Aug-2010 Luca Barbieri <luca@luca-barbieri.com> auxiliary: fix nvfx/nv50 primitive splitting for line loops

s->close_first was on the wrong side of the inequality.

Caught by blender.
Thanks to AndrewR for reporting this.
/external/mesa3d/src/gallium/auxiliary/util/u_split_prim.h
58b104d7f0890434aadbdebcd6002ba0a0e132ec 11-Aug-2010 Luca Barbieri <luca@luca-barbieri.com> auxiliary: make primitive splitter assert on unimplemented adjacency prims

They are unimplemented, even though the framework makes it possible to
implement them well, and nv50 needs them.
/external/mesa3d/src/gallium/auxiliary/util/u_split_prim.h
eee5cea385b6871fa934a7882b2f214e3cbace8b 11-Aug-2010 Luca Barbieri <luca@luca-barbieri.com> auxiliary: fix u_split_prim naming convention

Current practice is to start identifiers with "util_" instead of "u_".
/external/mesa3d/src/gallium/auxiliary/util/u_split_prim.h
0dcf0f9dfaa23b08d2bc20f8cbd02550c2632e52 11-Aug-2010 Luca Barbieri <luca@luca-barbieri.com> auxiliary: move Ben Skeggs' primitive splitter to common code

This is a simple framework that handles splitting primitives in an
abstract way.

The user has to specify the primitive start, start index and count.

Then, it can ask the primitive splitter to "draw" a chunk of the
primitive, staying under a given vertex/index budget.

The primitive splitter will then call user-supplied functions to
emit a range of vertices/indices, as well as switch the edgeflag
on or off.

This is particularly useful for hardware that either has limits
on the vertex count field, or where vertices are pushed on a FIFO
or temporary buffer of limited size.

Note that unlike other splitters, it does not manipulate data in
any way, and merely asks a callback to do so, in vertex intervals.
/external/mesa3d/src/gallium/auxiliary/util/u_split_prim.h