Age | Commit message (Collapse) | Author |
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get_vertex_info)
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The windbg connection seems synchronous, so this speeds up when printing
little text at a time (e.g., tgsi output).
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We often want to use a pool of equally sized buffers, so this makes the
slab suballocator a drop-in replacement.
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Allow concurrent reads from buffers by the CPU/GPU, but serialize
all writes.
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of the vertices and not always have to use the maximum vertex
allocation size for them
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Not tested yet -- just compiles.
This includes only the slab algorithm. Fencing is already
implemented in pb_bufmgr_fence and time-based caching will be commited in a
separate module shortly.
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The two functions were mostly the same. We can look at the shader header
info to determine if it's a vertex or fragment shader.
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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.
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This allows to keep the list small without the overhead of full walks.
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