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authorJosé Fonseca <jfonseca@vmware.com>2009-09-07 14:52:39 +0100
committerJosé Fonseca <jfonseca@vmware.com>2009-09-07 15:02:08 +0100
commite4c76c02f77ed6e86537b546f4200f8f8132d114 (patch)
tree85ef1812f25eedbfffaeb63096e3046ee1ac349a /src/gallium/drivers/llvmpipe/lp_state_fs.c
parentde8376e2f22a59a0bc18bb7ddab88ee3153678b8 (diff)
llvmpipe: Code generate the texture sampling inside the shader.
Finally a substantial performance improvement: framerates of apps using texturing tripled, and furthermore, enabling/disabling texturing only affects around 15% of the framerate, which means the bottleneck is now somewhere else. Generated texture sampling code is not complete though -- we always sample from the base level -- so final figures will be different.
Diffstat (limited to 'src/gallium/drivers/llvmpipe/lp_state_fs.c')
-rw-r--r--src/gallium/drivers/llvmpipe/lp_state_fs.c15
1 files changed, 14 insertions, 1 deletions
diff --git a/src/gallium/drivers/llvmpipe/lp_state_fs.c b/src/gallium/drivers/llvmpipe/lp_state_fs.c
index 80f705c871..1a3e168245 100644
--- a/src/gallium/drivers/llvmpipe/lp_state_fs.c
+++ b/src/gallium/drivers/llvmpipe/lp_state_fs.c
@@ -486,7 +486,13 @@ generate_fragment(struct llvmpipe_context *lp,
a0_ptr, dadx_ptr, dady_ptr,
x0, y0, 2, 0);
+#if 0
+ /* C texture sampling */
sampler = lp_c_sampler_soa_create(context_ptr);
+#else
+ /* code generated texture sampling */
+ sampler = lp_llvm_sampler_soa_create(key->sampler, context_ptr);
+#endif
for(i = 0; i < num_fs; ++i) {
LLVMValueRef index = LLVMConstInt(LLVMInt32Type(), i, 0);
@@ -666,8 +672,11 @@ llvmpipe_set_constant_buffer(struct pipe_context *pipe,
*/
static void
make_variant_key(struct llvmpipe_context *lp,
+ struct lp_fragment_shader *shader,
struct lp_fragment_shader_variant_key *key)
{
+ unsigned i;
+
memset(key, 0, sizeof *key);
memcpy(&key->depth, &lp->depth_stencil->depth, sizeof key->depth);
@@ -678,6 +687,10 @@ make_variant_key(struct llvmpipe_context *lp,
/* alpha.ref_value is passed in jit_context */
memcpy(&key->blend, lp->blend, sizeof key->blend);
+
+ for(i = 0; i < PIPE_MAX_SAMPLERS; ++i)
+ if(shader->info.file_mask[TGSI_FILE_SAMPLER] & (1 << i))
+ lp_sampler_static_state(&key->sampler[i], lp->texture[i], lp->sampler[i]);
}
@@ -688,7 +701,7 @@ llvmpipe_update_fs(struct llvmpipe_context *lp)
struct lp_fragment_shader_variant_key key;
struct lp_fragment_shader_variant *variant;
- make_variant_key(lp, &key);
+ make_variant_key(lp, shader, &key);
variant = shader->variants;
while(variant) {