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Now that we have hardware contexts and can use MI_STORE_REGISTER_MEM, we can use the GPU's pipeline statistics counters rather than going out of our way to count primitives in software. Aside from being simpler, this also paves the way for Geometry Shaders, which can output an arbitrary number of primitives on the GPU. It will also allow us to use hardware primitive restart when these queries are in use. The GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN query is easy: it corresponds to the SO_NUM_PRIMS_WRITTEN/SO_NUM_PRIMS_WRITTEN0_IVB counters. The GL_PRIMITIVES_GENERATED query is trickier. Gen provides several statistics registers which /almost/ match the semantics required: - IA_PRIMITIVES_COUNT The number of primitives fetched by the VF or IA (input assembler). This undercounts when GS is enabled, as it can output many primitives. - GS_PRIMITIVES_COUNT The number of primitives output by the GS. Unfortunately, this doesn't increment unless the GS unit is actually enabled, and it usually isn't. - SO_PRIM_STORAGE_NEEDED*_IVB The amount of space needed to write primitives output by transform feedback. These naturally only work when transform feedback is on. We'd also have to add the counters for all four streams. - CL_INVOCATION_COUNT The number of primitives processed by the clipper. This doesn't work if the GS or SOL throw away primitives for rasterizer discard. However, it does increment even if the clipper is in REJECT_ALL mode. Dynamically switching between counters would be painfully complicated, especially since GS, rasterizer discard, and transform feedback can all be switched on and off repeatedly during a single query. The most usable counter is CL_INVOCATION_COUNT. The previous two patches reworked rasterizer discard support so that all primitives hit the clipper, making this work. v2: Occlusion query bug fixes removed and squashed in earlier patches. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Paul Berry <stereotype441@gmail.com> |
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File: docs/README.WIN32 Last updated: 23 April 2011 Quick Start ----- ----- Windows drivers are build with SCons. Makefiles or Visual Studio projects are no longer shipped or supported. Run scons osmesa mesagdi to build classic mesa Windows GDI drivers; or scons libgl-gdi to build gallium based GDI driver. This will work both with MSVS or Mingw. Windows Drivers ------- ------- At this time, only the gallium GDI driver is known to work. Source code also exists in the tree for other drivers in src/mesa/drivers/windows, but the status of this code is unknown. General ------- After building, you can copy the above DLL files to a place in your PATH such as $SystemRoot/SYSTEM32. If you don't like putting things in a system directory, place them in the same directory as the executable(s). Be careful about accidentially overwriting files of the same name in the SYSTEM32 directory. The DLL files are built so that the external entry points use the stdcall calling convention. Static LIB files are not built. The LIB files that are built with are the linker import files associated with the DLL files. The si-glu sources are used to build the GLU libs. This was done mainly to get the better tessellator code. If you have a Windows-related build problem or question, please post to the mesa-dev or mesa-users list.