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path: root/src/gallium/drivers/llvmpipe/lp_tile_soa.py
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2010-02-26util: Code generate functions to pack and unpack a single pixel.José Fonseca
Should work correctly for all pixel formats except SRGB formats. Generated code made much simpler by defining the pixel format as a C structure. For example this is the generated structure for PIPE_FORMAT_B6UG5SR5S_NORM: union util_format_b6ug5sr5s_norm { uint16_t value; struct { int r:5; int g:5; unsigned b:6; } chan; }; Not used everywhere yet because it seems compiled code is slower than bitshift arithmetic by some misterious reason. So we should generate bitshift arithmetic at least for the simple UNORM pixel formats.
2010-02-26util: Factor some code into u_format_parse.pyJosé Fonseca
2010-02-26util: Use python names consistent with u_format.hJosé Fonseca
2010-02-26llvmpipe: Fix lp_tile_r5g6b5_unorm_write_4ub.José Fonseca
Was using 32bit integer pointers instead of 16bits.
2010-02-24llvmpipe: Update for UTIL_FORMAT_LAYOUT_xxx changes.José Fonseca
2010-02-24llvmpipe: Fix breakeage.José Fonseca
Due to the u_format.csv changes the unrolled code generator was being used for formats it didn't support. Bring some bugfixes from u_format_access.py too.
2010-02-24llvmpipe: Handle correctly 24bit formats.José Fonseca
2010-01-20llvmpipe: optimize tile writing codeBrian Paul
The code which converts/copies color tiles to the linear layout has been rewritten. There's less arithmetic and better loop unrolling, and possibly a better memory access pattern. Some demos, like gears, are about 20% faster now.
2009-10-19llvmpipe: Reshape the shader input from 8x2 to 4x4.José Fonseca
Incorrect rendering until the interpolation code generation is updated.
2009-10-04llvmpipe: Autogenerate lp_tile_soa.c from u_format.csv.José Fonseca
This is just a temporary change until we code generate the tile read/write functions in runtime. The new code avoids an extra memcpy that exists in u_tile.c functions, from which lp_tile_soa.c was originally based. This achieves up to 5% improvement, particularly in frames with little geometry overlap.