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authorBrian Paul <brianp@vmware.com>2009-12-16 16:02:59 -0700
committerBrian Paul <brianp@vmware.com>2009-12-16 16:10:05 -0700
commitab9438193083b7f9a3180cb9cea45e269131048a (patch)
tree56affd185611182349f1db88cc2a49aa7d431e08 /src/gallium/drivers/cell
parente288796c92bb7d75cd6dfee968804c6230ef38d7 (diff)
llvmpipe: do final the pixel in/out triangle test in the fragment shader
The test to determine which of the pixels in a 2x2 quad is now done in the fragment shader rather than in the calling C code. This is a little faster but there's a few more things to do. Note that the step[] array elements are in a different order now. Rather than being in row-major order for the 4x4 grid, they're in "quad-major" order. The setup of the step arrays is a little more complicated now. So is the course/intermediate tile test code, but some lookup tables help with that. Next steps: - early-cull 2x2 quads which are totally outside the triangle. - skip the in/out test for fully contained quads - make the in/out comparison code tighter/faster.
Diffstat (limited to 'src/gallium/drivers/cell')
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