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path: root/src/gallium/drivers/llvmpipe/lp_bld_interp.h
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2010-06-02llvmpipe: Per quad interpolation.José Fonseca
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.
2010-06-02llvmpipe: Minor cleanup to the interpolator.José Fonseca
2010-06-02llvmpipe: Centralize all position interpolation in lp_bld_interp.c.José Fonseca
2010-06-01llvmpipe: Use struct lp_shader_input in the interpolator.José Fonseca
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.
2010-06-01llvmpipe: Don't waste time interpolating unused input channels.José Fonseca
2010-04-20llvmpipe: rename mode -> interpBrian Paul
2010-04-16gallivm/llvmpipe: move lp_bld_interp.c to llvmpipe/ directoryBrian Paul
This file is specific to the llvmpipe driver and not re-usable.
2010-02-08llvmpipe: export the tgsi translation code to a common layerZack Rusin
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.
2010-01-11llvmpipe: force constant interpolation of flatshade colorsKeith Whitwell
Nice speedup for gears.
2009-12-02llvmpipe: execute shaders on 4x4 blocks instead of 8x2Brian Paul
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.
2009-09-14llvmpipe: Make lp_type a regular union.José Fonseca
Union not worth the hassle of violating C99 or adding a name to the structure.
2009-08-29llvmpipe: Factor out and optimize the input interpolation.José Fonseca
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.