From: rt <rt...@um...> - 2001-02-06 06:59:45
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what about specialized hardware that performs the rendering based on a final list of vertices? how can a hardware driver deal with this situation? do hardware drivers operate on lists of vertices? rt On Tue, 6 Feb 2001, Gareth Hughes wrote: > rt wrote: > > > > does PointFunc, QuadFunc, LineFunc and the like provide for > > accelerated rasterization, or accelerated rendering, or both? it looks > > like the 3Dfx driver acclerates the rendering - is this correct? the > > xmesa driver, on the other hand, looks like it is concerned with > > rasterization. if they provide for both, how does one get them to provide > > for accelerated rendering working with a list of vertices? > > I'll take a stab at this... > > It kind of depends on which version of Mesa you're looking at. > Essentially what used to happen was core Mesa would allow a > rasterization-level driver (one that takes a batch of primitives and can > render them natively, like the pre-T&L hardware drivers) to hook out the > primitive functions. Drivers would supply functions if it could handle > rendering with the current state. > > If not, it would set them to NULL and mark the IndirectTriangles > bitfield with DD_TRI_SW_RASTERIZE and the like. Core Mesa would then > plug in a software triangle function, which spits out spans that must be > handled by the span-level interface. For hardware drivers, the > implementation of the span-level interface typically involves taking a > bunch of pixels and sticking them in the framebuffer (or vice versa, for > read functions). > > In the latest, still-under-active-development Mesa code, if the driver > hooks out the primitive functions and it can't handle the primitives > natively, it must call the software rasterizer itself. The same thing > happens with the software primitive functions, they still spit out spans > that are copyied to/from the framebuffer (typically). > > This is a pretty rough overview, completely from memory (so it may be > slightly inaccurate). I'm a little confused by the terminology you use > -- it's more a matter of rasterization-level versus > dumb-framebuffer-level (or perhaps the original Voodoo Graphics) > drivers, rather than rasterize versus render. > > -- Gareth > > _______________________________________________ > Mesa3d-dev mailing list > Mes...@li... > http://lists.sourceforge.net/lists/listinfo/mesa3d-dev > |