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path: root/src/gallium/drivers/llvmpipe/lp_tex_sample_llvm.c
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2010-03-11gallivm/llvmpipe: replace 'int stride' with 'int row_stride[MAX_LEVELS]'Brian Paul
The stride depends on the mipmap level. Rename to row_stride to distinguish from img_stride for 3D textures. Fixes incorrect texel addressing in small mipmap levels.
2010-03-08llvmpipe/gallivm: checkpoint: array of pointers to mipmap levelsBrian Paul
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.
2010-03-08llvmpipe: rewrap for 80 columnsBrian Paul
2010-03-05llvmpipe: added code to set texture depth, max mipmap levels infoBrian Paul
2010-03-04llvmpipe: new commentBrian Paul
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.
2010-01-31Merge remote branch 'origin/master' into lp-binningJosé Fonseca
Conflicts: Makefile src/gallium/auxiliary/util/u_surface.c src/gallium/drivers/llvmpipe/lp_flush.c src/gallium/drivers/llvmpipe/lp_setup.c src/gallium/drivers/llvmpipe/lp_state_derived.c src/gallium/drivers/llvmpipe/lp_state_fs.c src/gallium/drivers/llvmpipe/lp_state_surface.c src/gallium/drivers/llvmpipe/lp_tex_cache.c src/gallium/drivers/llvmpipe/lp_texture.c src/gallium/drivers/llvmpipe/lp_tile_cache.c src/mesa/state_tracker/st_cb_condrender.c
2010-01-21llvmpipe: Remove unnecessary headers.Vinson Lee
2010-01-06llvmpipe: restrict header visibilityKeith Whitwell
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.
2009-09-07llvmpipe: 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.