c7111f321ca16f2c72cc59975b728a566daae95a |
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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
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cc3e322d967e51a8c0fa794a310a93ee4b684a91 |
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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
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c0eb479e0782c063a1a781f81b99a18ef649e9ef |
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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
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58b104d7f0890434aadbdebcd6002ba0a0e132ec |
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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
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eee5cea385b6871fa934a7882b2f214e3cbace8b |
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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
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0dcf0f9dfaa23b08d2bc20f8cbd02550c2632e52 |
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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
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