Age | Commit message (Collapse) | Author |
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Don't calculate 1/w for quads which aren't visible...
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The current interpolation schemes causes precision loss.
Changing the operation order helps, but does not completely avoid the
problem.
The only short term solution is to clamp z to 1.0.
This is unfortunate, but probably unavoidable until interpolation is
improved.
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Intuition != mathematics, so this time I actually worked out the right
formula for first order approximation of perspective interpolation.
Ironically, per quad divide actually makes things slower when compared
with per pixel divide -- probably because the divide hardware unit is
rarely used, whereas the multiply unit is typically already saturated
and the first order approximation imply more multiplications.
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See:
http://bugs.freedesktop.org/29404
http://bugs.freedesktop.org/29407
Signed-off-by: José Fonseca <jfonseca@vmware.com>
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Courtesy of Vinson and coverity.
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First interpolate the 4 quads upper left corners, then sub-interpolate
each quad pixel. Do the perspective divide once per quad.
Saves some muls and reciprocates. But doesn't seem to make a
noticeable improvement.
It make the code simpler and more compact, so commiting anyway.
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Eliminates all this identical yet slightly different code to decide how
shader inputs should be interpolated.
As bonus, don't interpolate the position twice when it is listed in the
TGSI shader inputs.
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This file is specific to the llvmpipe driver and not re-usable.
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the llvmpipe tgsi translation is a lot more complete than what was in
gallivm so replacing the latter with the former. this is needed since
the draw llvm paths will use the same code. effectively the proven
llvmpipe code becomes gallivm.
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Nice speedup for gears.
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Conflicts:
src/gallium/auxiliary/util/u_surface.c
src/gallium/drivers/llvmpipe/Makefile
src/gallium/drivers/llvmpipe/SConscript
src/gallium/drivers/llvmpipe/lp_bld_arit.c
src/gallium/drivers/llvmpipe/lp_bld_flow.c
src/gallium/drivers/llvmpipe/lp_bld_interp.c
src/gallium/drivers/llvmpipe/lp_clear.c
src/gallium/drivers/llvmpipe/lp_context.c
src/gallium/drivers/llvmpipe/lp_context.h
src/gallium/drivers/llvmpipe/lp_draw_arrays.c
src/gallium/drivers/llvmpipe/lp_jit.c
src/gallium/drivers/llvmpipe/lp_jit.h
src/gallium/drivers/llvmpipe/lp_prim_vbuf.c
src/gallium/drivers/llvmpipe/lp_setup.c
src/gallium/drivers/llvmpipe/lp_setup_point.c
src/gallium/drivers/llvmpipe/lp_state.h
src/gallium/drivers/llvmpipe/lp_state_blend.c
src/gallium/drivers/llvmpipe/lp_state_derived.c
src/gallium/drivers/llvmpipe/lp_state_fs.c
src/gallium/drivers/llvmpipe/lp_state_sampler.c
src/gallium/drivers/llvmpipe/lp_state_surface.c
src/gallium/drivers/llvmpipe/lp_tex_cache.c
src/gallium/drivers/llvmpipe/lp_tex_cache.h
src/gallium/drivers/llvmpipe/lp_tex_sample.h
src/gallium/drivers/llvmpipe/lp_tile_cache.c
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This matches the convention used by the recursive rasterizer.
Also fixed assorted typos, comments, etc.
Now tri-z.c, gears.c, etc look basically right but there's still some
cracks in triangle rasterization.
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DeclarationRange -> Range
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Union not worth the hassle of violating C99 or adding a name to
the structure.
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Special attention is given to the interpolation of side by side quads.
Multiplications are made only for the first quad. Interpolation of
inputs for posterior quads are done exclusively with additions, and
perspective divide if necessary.
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