[Mesa-dev] [PATCH] docs: Add a section with recommended reading for llvmpipe development.
Roland Scheidegger
sroland at vmware.com
Thu Nov 21 10:36:31 PST 2013
On 11/21/2013 06:03 PM, jfonseca at vmware.com wrote:
> From: José Fonseca <jfonseca at vmware.com>
>
> Several links contributed by Keith Whitwell and Roland Scheidegger.
> ---
> docs/llvmpipe.html | 58 ++++++++++++++++++++++++++++++++++++++++++++++++++++--
> 1 file changed, 56 insertions(+), 2 deletions(-)
>
> diff --git a/docs/llvmpipe.html b/docs/llvmpipe.html
> index 80f8a01..d695907 100644
> --- a/docs/llvmpipe.html
> +++ b/docs/llvmpipe.html
> @@ -203,11 +203,65 @@ for posterior analysis, e.g.:
> We use LLVM-C bindings for now. They are not documented, but follow the C++
> interfaces very closely, and appear to be complete enough for code
> generation. See
> - http://npcontemplation.blogspot.com/2008/06/secret-of-llvm-c-bindings.html
> - for a stand-alone example. See the llvm-c/Core.h file for reference.
> + <a href="http://npcontemplation.blogspot.com/2008/06/secret-of-llvm-c-bindings.html">
> + this stand-alone example</a>. See the llvm-c/Core.h file for reference.
> </li>
> </ul>
>
> +<h1 id="recommended_reading">Recommended Reading</h1>
> +
> +<ul>
> + <li>
> + <p>Rasterization</p>
> + <ul>
> + <li><a href="http://www.cs.unc.edu/~olano/papers/2dh-tri/">Triangle Scan Conversion using 2D Homogeneous Coordinates</a></li>
> + <li><a href="http://www.drdobbs.com/parallel/rasterization-on-larrabee/217200602">Rasterization on Larrabee</a> (<a href="http://devmaster.net/posts/2887/rasterization-on-larrabee">DevMaster copy</a>)</li>
> + <li><a href="http://devmaster.net/posts/6133/rasterization-using-half-space-functions">Rasterization using half-space functions</a></li>
> + <li><a href="http://devmaster.net/posts/6145/advanced-rasterization">Advanced Rasterization</a></li>
> + <li><a href="http://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/">Optimizing Software Occlusion Culling</a></li>
> + </ul>
> + </li>
> + <li>
> + <p>Texture sampling</p>
> + <ul>
> + <li><a href="http://chrishecker.com/Miscellaneous_Technical_Articles#Perspective_Texture_Mapping">Perspective Texture Mapping</a></li>
> + <li><a href="http://www.flipcode.com/archives/Texturing_As_In_Unreal.shtml">Texturing As In Unreal</a></li>
> + <li><a href="http://www.gamasutra.com/view/feature/3301/runtime_mipmap_filtering.php">Run-Time MIP-Map Filtering</a></li>
> + <li><a href="http://alt.3dcenter.org/artikel/2003/10-26_a_english.php">Will "brilinear" filtering persist?</a></li>
> + <li><a href="http://ixbtlabs.com/articles2/gffx/nv40-rx800-3.html">Trilinear filtering</a></li>
> + <li><a href="http://devmaster.net/posts/12785/texture-swizzling">Texture Swizzling</a></li>
> + </ul>
> + </li>
> + <li>
> + <p>SIMD</p>
> + <ul>
> + <li><a href="http://www.cdl.uni-saarland.de/projects/wfv/#header4">Whole-Function Vectorization</a></li>
> + </ul>
> + </li>
> + <li>
> + <p>Optimization</p>
> + <ul>
> + <li><a href="http://www.drdobbs.com/optimizing-pixomatic-for-modern-x86-proc/184405807">Optimizing Pixomatic For Modern x86 Processors</a></li>
> + <li><a href="http://www.intel.com/content/www/us/en/architecture-and-technology/64-ia-32-architectures-optimization-manual.html">Intel 64 and IA-32 Architectures Optimization Reference Manual</a></li>
> + <li><a href="http://www.agner.org/optimize/">Software optimization resources</a></li>
> + <li><a href="http://software.intel.com/en-us/articles/intel-intrinsics-guide">Intel Intrinsics Guide</a><li>
> + </ul>
> + </li>
> + <li>
> + <p>LLVM</p>
> + <ul>
> + <li><a href="http://llvm.org/docs/LangRef.html">LLVM Language Reference Manual</a></li>
> + <li><a href="http://npcontemplation.blogspot.co.uk/2008/06/secret-of-llvm-c-bindings.html">The secret of LLVM C bindings</a></li>
> + </ul>
> + </li>
> + <li>
> + <p>Misc</p>
> + <ul>
> + <li><a href="http://msdn.microsoft.com/en-us/library/gg615082.aspx#architecture">WARP Architecture and Performance</a></li>
> + </ul>
> + </li>
> +</ul>
> +
> </div>
> </body>
> </html>
>
Loods good to me. Thought that would be just one link from me :-).
Roland
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