Re: [Mesa-dev] [PATCH] gallivm: do per-pixel lod calculations for explicit lod

2013-07-03 Thread Roland Scheidegger
Am 03.07.2013 17:28, schrieb Jose Fonseca: > I don't fully grasp every detail (many paths), but looks good in principle. > > Where do the 16xf32 vectors come from? Those are the size vectors. Normally (except for 1d case) these contain width/height/depth/_ (or just width/height for 2d texture). So

Re: [Mesa-dev] [PATCH] gallivm: do per-pixel lod calculations for explicit lod

2013-07-03 Thread Jose Fonseca
I don't fully grasp every detail (many paths), but looks good in principle. Where do the 16xf32 vectors come from? Also, please add a comment somewhere summarizing all the code paths for lod handling: - AVX vs non AVX - SOA vs AOS - scalar lod vs stamp lod But I couldn't spot anything wrong

[Mesa-dev] [PATCH] gallivm: do per-pixel lod calculations for explicit lod

2013-07-03 Thread sroland
From: Roland Scheidegger d3d10 requires per-pixel lod calculations for explicit lod, lod bias and explicit derivatives, and we should probably do it for OpenGL too - at least if they are used from vertex or geometry shaders (so doesn't apply to lod bias) this doesn't just affect neighboring pixel

[Mesa-dev] [PATCH] gallivm: do per-pixel lod calculations for explicit lod

2013-06-27 Thread sroland
From: Roland Scheidegger d3d10 requires per-pixel lod calculations for explicit lod, lod bias and explicit derivatives, and we should probably do it for OpenGL too - at least if they are used from vertex or geometry shaders (so doesn't apply to lod bias) this doesn't just affect neighboring pixel