Age | Commit message (Collapse) | Author |
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GCC won't do this for us. Makes a bigger difference to cubemap fps
than previous set of compilcated rearrangements.
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Remove arguments, return const float * by default. Add specialized 3d
versions and remove 3d texture support from the others.
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For fastpaths at least, can avoid recalculating this sometimes.
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Everything now goes through the draw_vbuf handler, the same as
regular drivers.
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Conflicts:
src/gallium/drivers/softpipe/sp_state_derived.c
src/gallium/drivers/softpipe/sp_state_sampler.c
src/gallium/drivers/softpipe/sp_tex_sample.c
src/gallium/drivers/softpipe/sp_tex_sample.h
src/gallium/drivers/softpipe/sp_tile_cache.c
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The texture sampling code doesn't really have any dependencies on the
rest of softpipe, just the tile cache.
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The tile cache code now has no hard dependencies on softpipe.
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Can't share sampler varients across multiple tex units because the texture
pointer is in the sampler varient. That prevents different textures per unit.
Fixes progs/demos/multiarb, progs/glsl/samplers, etc.
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Fixes progs/demos/cubemap
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Split into component pieces, stitch together at runtime using function
pointers. Make it possible to utilize the existing fastpaths as image-level
filters for generic mip-filtering routines.
Remove special case for rectangle filtering, as it can now be handled by
the 2d path.
As most of the mesa demo texturing was already covered by fast paths, its
harder to find examples of speedups, but tunnel gets a boost as mip-nearest
filtering is now able to access the img_2d_linear_wrap_POT functions
for sampling within a mipmap level.
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Let eg. sp_get_samples_rect be hooked directly in as the tgsi sampler
routine.
Add a field to determine whether this is a vertex or fragment sampling
call, and massage parameters to match the tgsi call.
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Fixes two issues - firstly for mipmap levels with one or more
dimensions smaller than tilesize, the code was sampling off the edge
of the texture (but still within the tile).
Secondly, in the linear_mipmap_linear case, both the default code and
new fastpath were incorrect. This change fixes the fastpath and adds
a comment to the default path, which still needs to be fixed.
Basically the issue is that the coordinates in the smaller texture
level are/were being computed by just dividing thecoordinates from the
larger texture level by two, as in:
x0[j] /= 2;
y0[j] /= 2;
x1[j] /= 2;
y1[j] /= 2;
The issues with this are signficant. Initially x1 is most often equal
to x0+1, but after this, it will likely be equal to x0, so we will not
actually be performing the linear blend within the smaller mipmap.
The fastpath code avoided this (recalculated x1), but was still using
the weighting factors from the larger mipmap level (xw, yw), which
were incorrect.
Change the fastpath code to do two full, independent linear samples of
the two mipmap levels before blending. The default code needs to do
the same thing.
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linear-mip-linear-repeat-POT sampling faspath, provides a very nice
speedup to apps that do this common type of texturing.
Test case: demos/terrain, turn fog off, turn texturing on.
Without patch: 12 fps
With patch: 20 fps.
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These do similar jobs but with largely disjoint code. Will want
to evolve them separately going forward.
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This reverts commit 1295cf423e21dad04a947960782ffa8db2739709.
The original formulation was easier to understand & work with. Will
revisit this later.
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Unshare one function (setup_pos_vector) as we want to push this code
into the generated shader in the SSE case.
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However we do llvm integration, it will be different & more comprehensive
than this.
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Stray '- 0.5' copied from linear versions.
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All these fastpaths are examples of the types of things we'd code-generate
in a more sophisticated version of softpipe.
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Because this is interpolated (ie. early) depth, we can build in an
assumption about the quads emitted by triangle setup, ie that they
are actually linear spans. Interpolate z over those spans in z16
format to save on math & conversion.
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Disable blend code when no color buffer
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Consolidate the read-modify-write color combining code from
the blend, colormask and output stages.
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First attempt
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This is part one -- we still only pass a single quad down, but
the code can now cope with more. The quads must all be from the same
tile.
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