glamor: Changes to 'master'

Zhigang Gong gongzg at kemper.freedesktop.org
Thu Jul 26 20:08:52 PDT 2012


 src/glamor_render.c    |    6 
 src/glamor_trapezoid.c |  503 ++++++++++++++++++++++++++++++-------------------
 src/glamor_utils.h     |   29 ++
 3 files changed, 350 insertions(+), 188 deletions(-)

New commits:
commit 79d369f161c78185483bf8fdeed77f79430d4a1e
Author: Junyan He <junyan.he at linux.intel.com>
Date:   Fri Jul 20 05:52:57 2012 +0800

    Fix the problem of VBO leak.
    
     In some cases we allocate the VBO but have no vertex to
     emit, which cause the VBO fail to be released. Fix it.
    
    Signed-off-by: Junyan He <junyan.he at linux.intel.com>

commit 1f50d3f368c9e7135576ecb376fbaef34fd22132
Author: Junyan He <junyan.he at linux.intel.com>
Date:   Fri Jul 20 05:52:50 2012 +0800

    Just use the shader to generate trapezoid if PolyMode == Imprecise
    
     The precise mode of trapezoid rendering need to sample the trapezoid on
     the centre points of an (2*n+1)x(2*n-1) subpixel grid. It is computationally
     expensive in shader, and we use inside area ratio to replace it.
     The result has some difference, and we just use it if the polymode == Imprecise.
    
    Signed-off-by: Junyan He <junyan.he at linux.intel.com>

commit 1315ff92e2e19811cfb9a8bddab8e40bca5cd4e5
Author: Junyan He <junyan.he at linux.intel.com>
Date:   Fri Jul 20 05:52:43 2012 +0800

    Change the trapezoid render to use VBO.
    
     Because some uniform variables need to be set for every
     trapezoid rendering, we can not use vbo to render multi
     trapezoids one time, which have performance big loss.
     We now add attributes which contain the same value to bypass
     the uniform variable problem. The uniform value for one
     trapezoid will be set to the same value to all the vertex
     of that trapezoid as an attribute, then in FS, it is still
     a constant.
    
    Signed-off-by: Junyan He <junyan.he at linux.intel.com>



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