Age | Commit message (Collapse) | Author |
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Change the texture data_ptr from just a single image pointer to an
array of image pointers, indexed by mipmap level.
We'll use this for mipmap filtering.
For now, the mipmap level is hard-coded to zero.
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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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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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Non-mrt apps work, and the code looks correct, but not many mrt test apps
handy atm...
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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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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.
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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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