Re: [Mesa-dev] [PATCH] avoid crashing in mod by 0 with llvmpipe

2016-01-15 Thread Jeff Muizelaar
Do you mind fixing up the language to match what you're looking for and committing it? Thanks, -Jeff On Fri, Jan 15, 2016 at 3:00 PM, Roland Scheidegger wrote: > Am 15.01.2016 um 20:13 schrieb Jeff Muizelaar: >> This adds code that is basically the same as the code in smod

[Mesa-dev] [PATCH] avoid crashing in mod by 0 with llvmpipe

2016-01-15 Thread Jeff Muizelaar
This adds code that is basically the same as the code in smod, div and idiv. However, unlike idiv we return -1. diff --git a/src/gallium/auxiliary/gallivm/lp_bld_tgsi_action.c b/src/gallium/auxiliary/gallivm/lp_bld_tgsi_action.c index 0ad78b0..d17ef31 100644 --- a/src/gallium/auxiliary/gallivm/lp_

Re: [Mesa-dev] [PATCH 3/3] gallivm: optimize repeat linear npot code in the aos int path

2014-02-18 Thread Jeff Muizelaar
bugs in there difficult to detect). At some point I > wanted to unify the coord wrapping in the aos and soa paths since this > doesn't really depend on if aos or soa filtering is used though there > are indeed some dependencies if you want to get optimal code. > > Roland > &

Re: [Mesa-dev] [RFC] llvmpipe texture coordinate rounding

2014-02-14 Thread Jeff Muizelaar
On Feb 14, 2014, at 1:00 PM, Roland Scheidegger wrote: > Am 14.02.2014 18:07, schrieb Jeff Muizelaar: > > I'll need to take another look and run some tests, though I've got some > quick comments: > > > @@ -1031,16 +1082,28 @@ lp_build_sample_image_linear(struct

[Mesa-dev] [RFC] llvmpipe texture coordinate rounding

2014-02-14 Thread Jeff Muizelaar
In doing some testing we’ve noticed that trying to draw pixel aligned textures does not work very well with linear filtering in llvmpipe.Here’s an example of the problem.Imagine wanting to paint a 100x100 texture. After being scaled by 100 the texture coordinates will end up as:0.5, 1.5, 2.5, 3.5,