Age | Commit message (Collapse) | Author | |
---|---|---|---|
2010-01-06 | llvmpipe: remove dead code | Keith Whitwell | |
2010-01-06 | llvmpipe: merge setup and draw vbuf submodules | Keith Whitwell | |
The setup tiling engine is now plugged directly into the draw module as a rendering backend. Removed a couple of layering violations such that the setup code no longer reaches out into the surrounding llvmpipe state or context. | |||
2009-10-09 | llvmpipe: Tell setup shader inputs. | José Fonseca | |
2009-10-09 | llvmpipe: Pass state to setup. | José Fonseca | |
2009-10-08 | llvmpipe: More assorted build fixes. | José Fonseca | |
2009-10-08 | llvmpipe: Assorted build fixes. | José Fonseca | |
2009-10-08 | llvmpipe: remove tex tile cache and related code | Keith Whitwell | |
2009-10-08 | llvmpipe: more wipping | Keith Whitwell | |
2009-10-08 | llvmpipe: import experimental softpipe rasterizer code, wip binning code | Keith Whitwell | |
WIP, does't build or run. Rasterizer code is based on Nick Capen's devmaster posts and the larrabee articles, but currently doesn't share either the performance or correctness of either... | |||
2009-09-19 | llvmpipe: Respect input interpolators for the shader. | Michal Krol | |
Cherry-picked from fb2c7b6743ba6e89f24843890fb7fcd6a09c3dbb | |||
2009-09-07 | llvmpipe: Code generate the texture sampling inside the shader. | José Fonseca | |
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. | |||
2009-08-29 | llvmpipe: Pass fragment context to generated function in a single structure. | José Fonseca | |
2009-08-29 | llvmpipe: Squash the quad pipeline. | José Fonseca | |
It had been reduced to one fixed stage. | |||
2009-08-29 | llvmpipe: Generate the fragment pipeline into a single function. | José Fonseca | |
Still hackish. Will document and optimize later. | |||
2009-08-29 | llvmpipe: Back port recent softpipe-opt improvements from Keith. | José Fonseca | |
2009-08-29 | llvmpipe: Code generate alpha testing and append to generated fragment shader. | José Fonseca | |
2009-08-29 | llvmpipe: Split the texture cache from the color/depth/stencil cache. | José Fonseca | |
2009-08-29 | llvmpipe: move all depth/stencil/alpha pixel processing into one stage | Keith Whitwell | |
2009-08-29 | llvmpipe: fix error in scissor state dependencies | Keith Whitwell | |
2009-08-29 | llvmpipe: make some small steps to flush texture cache less frequently | Keith Whitwell | |
No performance gain yet, but the code is a bit cleaner. | |||
2009-08-29 | llvmpipe: remove backwards dependency from tilecache to llvmpipe | Keith Whitwell | |
The tile cache is a utility, it shouldn't know anything about the entity which is making use of it (ie llvmpipe). Remove llvmpipe parameter to all the tilecache function calls, and also remove the need to keep a llvmpipe pointer in the sampler structs. | |||
2009-08-29 | llvmpipe: Rename preprocessor symbols too. | José Fonseca | |
2009-08-29 | llvmpipe: Fork softpipe for experimentation with llvm. | José Fonseca | |