forked from KolibriOS/kolibrios
0471f48b2c
git-svn-id: svn://kolibrios.org@5564 a494cfbc-eb01-0410-851d-a64ba20cac60
310 lines
17 KiB
Plaintext
310 lines
17 KiB
Plaintext
/** \mainpage
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\section about About
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Gallium3D is <a href="http://www.tungstengraphics.com/">Tungsten Graphics</a>'
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new architecture for building 3D graphics drivers. Initially
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supporting Mesa and Linux graphics drivers, Gallium3D is designed to allow
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portability to all major operating systems and graphics interfaces.
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Compared to existing Linux graphics drivers, Gallium3D will:
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- Make drivers smaller and simpler.
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Current DRI drivers are rather complicated. They're large, contain
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duplicated code and are burdened with implementing many concepts tightly
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tied to the OpenGL 1.x/2.x API.
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- Model modern graphics hardware.
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The new driver architecture is an abstraction of modern graphics hardware,
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rather than an OpenGL->hardware translator. The new driver interface will
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assume the presence of programmable vertex/fragment shaders and flexible
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memory objects.
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- Support multiple graphics APIs.
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The OpenGL 3.0 API will be very different from OpenGL 1.x/2.x. We'd like a
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driver model that is API-neutral so that it's not tied to a specific
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graphics API.
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\section contents Contents
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- \ref overview
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- \ref statetracker
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- Pipe drivers:
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- \ref softpipe
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- \ref i915g
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- Winsys drivers:
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- X11 winsys driver (xm_winsys.c)
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- Intel DRI winsys driver (intel_context.h, intel_winsys_pipe.c)
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- Ancillary Modules:
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- \ref draw
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- \ref tgsi
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- LLVM TGSI backend (gallivm.h)
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- \ref callgraph
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\section external External documentation
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- <a href="http://www.tungstengraphics.com/gallium3D.htm">Gallium3D's Architectural Overview</a>
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- <a href="http://www.tungstengraphics.com/wiki/index.php/Gallium3D">Technical Overview</a>
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- <a href="http://www.tungstengraphics.com/wiki/files/gallium3d-xds2007.pdf">Gallium3D talk from XDS 2007</a>
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*/
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/** \page overview Overview
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The public interface of a Gallium3D driver is described by the p_context.h
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header file. The pipe_context structure is an abstract base class with
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methods for:
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- Setting rendering state (texture sampler state, vertex array info, drawing surfaces, etc.)
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- Setting shader state, using the TGSI binary shader representation.
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- Vertex array and indexed vertex array drawing.
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- Region (memory) management for textures, renderbuffers, vertex buffers, etc.
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- Hardware queries (number of texture units, max texture size, etc).
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The p_state.h header defines all the state objects (such as polygon
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rasterization options, blend modes, etc) and resources (drawing surfaces,
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textures, memory buffers). The pipe interface uses "constant state" objects.
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That is, state objects are created once and are immutable. State objects are
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put into effect by binding them. This allows Gallium3D drivers to create
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corresponding hardware state objects which can be quickly handled.
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The p_defines.h header defines numerous constants and tokens (blend modes,
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texture wrap modes, surface formats, etc.
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The p_winsys.h header defines the window system and OS facilities which
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Gallium3D drivers rely upon. For example, memory allocation is typically a
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service the OS provides while window size/position information is provided by
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the window system. Pipe drivers use the winsys interface to handle these
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things.
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By abstracting OS and window system services, pipe drivers are portable to
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other platforms (e.g. embedded devices).
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*/
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/** \page statetracker The State Tracker
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The state tracker is the piece which interfaces core Mesa to the Gallium3D
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interface. It's responsible for translating Mesa state (blend modes, texture
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state, etc) and drawing commands (like glDrawArrays and glDrawPixels) into
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pipe objects and operations.
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Traditional fixed-function OpenGL components (such as lighting and texture
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combining) are implemented with shaders. OpenGL commands such as glDrawPixels
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are translated into textured quadrilateral rendering. Basically, any
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rendering operation that isn't directly supported by modern graphics hardware
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is translated into a hardware-friendly form.
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Future state trackers will be created for OpenGL 3.0 and OpenGL-ES 2.x.
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*/
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/** \page softpipe Softpipe Driver
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The softpipe driver is a software implementation of the Gallium3D interface.
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It will be used as a reference implementation and as a fallback driver when a
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hardware driver isn't available. The softpipe driver will make extensive use
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of run-time code generation to efficiently execute vertex, fragment and
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rasterization operations.
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\sa sp_winsys.h
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*/
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/** \page i915g i915 Driver
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The i915 Gallium3D Driver is an initial hardware driver implementation within
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the Gallium3D driver architecture. We expect that once complete this driver
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will have equivalent functionality and performance to the current Mesa
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i915tex driver, but from a much smaller codebase.
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\sa i915_context.h
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\sa i915_winsys.h
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*/
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/** \page draw Draw Module
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The Draw module provides point/line/polygon rendering services such as
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vertex transformation, polygon culling and clipping. It will be used by
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drivers for hardware which lacks vertex transformation (such as the
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i915/i945). It may also be instantiated and used directly by the state
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tracker to implement some API functionality that doesn't map well to hardware
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capabilities.
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The interface of this module corresponds closely to the subset of the Gallium
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Driver Interface which is relevent to these steps in the pipeline. Specifically
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there are calls for:
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- Vertex shader constant state objects
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- Vertex buffer binding
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- Vertex element layout (vertex fetch) constant state objects
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- DrawArrays and DrawElements
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- Rasterizer constant state objects.
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The Draw module is effectively the part of \ref softpipe which is concerned with
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vertex processing, split off into a separate module so that it can be reused
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by drivers for rasterization-only hardware. As such it is also instantiated
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by the \ref i915g driver.
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Additionally, there are cases in the Mesa OpenGL state_tracker where it is
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required to obtain transformed vertices and yet it is anticipated that using
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hardware transformation even if available would reduce performance, usually
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because the setup costs or latency are prohibitive. For this reason the Mesa
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state_tracker also instantiates a copy of this module.
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\sa draw_context.h
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*/
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/** \page tgsi TGSI
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The TGSI module provides a universal representation of shaders and
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CPU-based execution of shaders. All Mesa vertex/fragment programs and shaders
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are translated into the TGSI representation before being passed to the
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driver. In turn, the driver will convert the TGSI instructions into
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GPU-specific instructions. For hardware that lacks vertex or fragment shader
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support, the TGSI's executor can be used. The TGSI executor includes support
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for SSE code generation. Support for other processors (such as Cell) will be
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added in the future.
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\sa tgsi_parse.h
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\sa <a href="http://www.tungstengraphics.com/wiki/files/tgsi.pdf">TGSI specification</a>
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*/
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/** \page callgraph Glxgears callgraph example
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Below is a call graph of the glxgears application together with the Gallium3D's softpipe reference driver.
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\htmlonly
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The functions in the graph below are clickable.
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\endhtmlonly
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\dot
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digraph {
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graph [fontname=Arial, fontsize=10];
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node [fontcolor=white, fontname=Arial, style=filled, fontsize=10, shape=box];
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3 -> 5 [color="#f91301", fontcolor="#f91301", label="96.38%\n17196"];
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9 -> 12 [color="#0d805e", fontcolor="#0d805e", label="10.57%\n560810"];
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10 -> 11 [color="#ec3f03", fontcolor="#ec3f03", label="87.48%\n30093"];
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11 [color="#ec3f03", URL="\ref softpipe_draw_elements", label="softpipe_draw_elements\n87.48% (0.10%)\n30093"];
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11 -> 27 [color="#0d844f", fontcolor="#0d844f", label="13.01%\n120372"];
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13 -> 8 [color="#e75004", fontcolor="#e75004", label="83.95%\n1146400"];
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14 [color="#e35c04", URL="\ref shade_quad", label="shade_quad\n81.31% (7.73%)\n15910811"];
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14 -> 21 [color="#c0bb09", fontcolor="#c0bb09", label="57.24%\n13903725"];
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14 -> 26 [color="#0c883c", fontcolor="#0c883c", label="16.24%\n15910811"];
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15 [color="#e35d04", URL="\ref setup_tri", label="setup_tri\n81.12% (1.47%)\n560810"];
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16 [color="#e06505", URL="\ref subtriangle", label="subtriangle\n79.26% (3.91%)\n1121620"];
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19 -> 18 [color="#cf9607", fontcolor="#cf9607", label="67.42%\n1261040"];
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20 [color="#ce9807", URL="\ref get_queued_prim", label="get_queued_prim\n66.83% (0.10%)\n1261040"];
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20 -> 7 [color="#cd9907", fontcolor="#cd9907", label="66.54%\n71650"];
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21 [color="#c0bb09", URL="\ref depth_test_quad", label="depth_test_quad\n57.24% (1.08%)\n13903725"];
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22 [color="#40a00b", URL="\ref output_quad", label="output_quad\n34.54% (3.91%)\n13074127"];
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23 -> 7 [color="#1c970c", fontcolor="#1c970c", label="27.98%\n30093"];
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24 [color="#0c8f1e", URL="\ref sp_depth_test_quad", label="sp_depth_test_quad\n21.62% (16.14%)\n13903725"];
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25 [color="#0c8c2b", URL="\ref write_quad_f_swz", label="write_quad_f_swz\n19.28% (16.14%)\n13074127"];
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50 [color="#0d3674", URL="\ref draw_set_rasterizer_state", label="draw_set_rasterizer_state\n0.98% (0.00%)\n8599"];
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50 -> 23 [color="#0d3674", fontcolor="#0d3674", label="0.98%\n8599"];
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51 [color="#0d3674", URL="\ref softpipe_bind_rasterizer_state", label="softpipe_bind_rasterizer_state\n0.98% (0.00%)\n8599"];
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53 [color="#0d2f74", URL="\ref draw_vertex_fetch", label="draw_vertex_fetch\n0.68% (0.68%)\n415570"];
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}
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\enddot
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The graph above was generated by the <a href="http://code.google.com/p/jrfonseca/wiki/Gprof2Dot">gprof2dot.py script</a>.
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*/
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