mesa: new assertions, comments about buffer mapping
Since ctx->Driver.MapBuffer() and ctx->Driver.MapBufferRange() may be called
from other places in Mesa (such as VBO) it's important that the driver
callbacks set all the buffer object fields properly (Pointer, Offset, Length,
etc). Add assertions to make sure that the driver does that.
llvmpipe: Fallback to element-wise comparisons when no comparison intrinsic is available.
Although selection of vector elements is valid LLVM IR, no machine target
supports it yet.
This is a last-resort option, but it allows llvmpipe to be used on any
target supported by LLVM without modifications. Obviously better
performance is attainable by emitting SIMD intrinsics where otherwise
LLVM doesn't.
nouveau: introduce nouveau_miptree common to all nouveau pipe drivers
The winsys once again has to know about textures it seems, so we need a
common representation between all our pipe drivers to store some
information the winsys will need.
Only the nv50 driver has been fixed so far.
llvmpipe: Texture cache in 4 ubytes instead of 4 floats.
This is more a short term experiment than a long term commitment, as we'll
need to support higher precision textures too, as this will all be
be replaced by runtime generated code.
With this change most Mesa demos fps increased around 10%. Not a huge
improvement, but not a negligible one either.
util: Auto generate pixel format accessor functions from
This has several advantages over the u_
- not hand written
- no intermediate memcpy of raw pixels
- supports 4 ubytes in addition to floats
- no need to pass a pipe_transfer
It also has (hopefully temporary) limitations:
- no support for YUV
- no support for SRGB
llvmpipe: Define an winsys for LLVM. Drop pipe_winsys
lp_winsys will eventually be unified with softpipe's eventually, but we
are free to move quicker since we don't have the myriad of users yet.
Will provide a pipe_winsys adaptor from Keith's softpipe-private-winsys
soon.
llvmpipe: Factor out and optimize the input interpolation.
Special attention is given to the interpolation of side by side quads.
Multiplications are made only for the first quad. Interpolation of
inputs for posterior quads are done exclusively with additions, and
perspective divide if necessary.