[Mesa-dev] [PATCH] llvmpipe: Implement TXQ.
galibert at pobox.com
Wed May 16 00:50:57 PDT 2012
On Wed, May 16, 2012 at 01:51:14AM +0200, Roland Scheidegger wrote:
> Wouldn't it be easier (and more efficient) if you could just reuse the
> sampler code which does mipmap minification, i.e. get the texture sizes
> from bld.int_size and do a lp_build_minify (followed by extract shuffles)?
We can try that, but I'm not really convinced it will be any better
(or more readable). You'd have to slot the 1-3 dimensions in one
vector, call minify, unslot the values and broadcast them in
individual soa vectors.
> Also, is it on purpose that the non-explicit lod path doesn't handle all
> cases (using lp_build_minify would handle both cases equally if you pass
> zero as the level)?
If you mean the commented lines (there is one in the non-explicit lod
path too), these are the cases where the enumeration value doesn't
actually exist. Well, TGSI_TEXTURE_BUFFER exists now. And damn, it's
supposed to be a PIPE_TEXTURE_* there and not a TGSI_TEXTURE_*, fuck.
And why the hell do we have multiple enumerations describing the same
thing with different values, some more or less complete ? I
understand not wanting to use the GL_TEXTURE_* numbers, since they
make dispatch tables hard, but TGSI_ and PIPE_ ?
Other than that, the lod is not optional at the glsl level, whether
it's there is sampler-type dependant, but there's no "simplified"
> Otherwise looks like a good idea to me (well ok I'm not too sure why
> this opcode is terribly useful in the first place but it exists...).
Probably more useful with data-as-texture when uniform buffers aren't
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