draw: split off all the extra functionality in the vertex shader
authorKeith Whitwell <keith@tungstengraphics.com>
Thu, 17 Apr 2008 22:44:32 +0000 (23:44 +0100)
committerKeith Whitwell <keith@tungstengraphics.com>
Fri, 18 Apr 2008 09:48:54 +0000 (10:48 +0100)
commita773f06e969a3992451dd7fe6fd55ea96b2774fa
tree7b8f2ef0bf53da7312c8a89774a5159a87c90e76
parent01b6354e72a84f8c3c22be1f77eab8d9c05920a3
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.
13 files changed:
src/gallium/auxiliary/draw/Makefile
src/gallium/auxiliary/draw/draw_context.c
src/gallium/auxiliary/draw/draw_private.h
src/gallium/auxiliary/draw/draw_pt.h
src/gallium/auxiliary/draw/draw_pt_emit.c
src/gallium/auxiliary/draw/draw_pt_fetch.c [new file with mode: 0644]
src/gallium/auxiliary/draw/draw_pt_fetch_pipeline.c
src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline.c
src/gallium/auxiliary/draw/draw_pt_pipeline.c
src/gallium/auxiliary/draw/draw_pt_post_vs.c [new file with mode: 0644]
src/gallium/auxiliary/draw/draw_vs_exec.c
src/gallium/auxiliary/draw/draw_vs_llvm.c
src/gallium/auxiliary/draw/draw_vs_sse.c