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
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_
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
>
&
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
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,