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The scissor test is implemented as another per-quad operation in
the JIT code. The four scissor box params are passed via the
lp_jit_context. In the JIT code we compare the quad's x/y coords
against the clip bounds and create a new in/out mask that's AND'd
with the main quad mask.
Note: we should also do scissor testing in the triangle setup code
to improve efficiency. That's not done yet.
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SSE3 != SSSE3 and so far we only use the later.
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Basically mimic the llvm 2.6 way of linking execution engines and
targets.
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The combination of fptosi
and sitofp (necessary for trunc/floor/ceil/round implementation)
somehow becomes invalid code.
Skip the instruction combining pass when SSE4.1 is not available.
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Note that llvmpipe still doesn't run on any processor yet: if you don't
have a recent processor with SSE4.1 you will still likely end up
hitting a code path for which a generic non-sse4 version is not
implemented yet.
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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.
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