Re: [Mesa-dev] swizzling in llvmpipe [was: other stuff]

2010-09-01 Thread keith whitwell
On Wed, Sep 1, 2010 at 7:54 PM, Luca Barbieri wrote: >> It still sounds that you're referring to sampling from a texture and not >> rendering/blending to it. Of course the are related (we only want one >> swizzled layout at most), but the current swizzled layout was chosen to >> make blending easy

Re: [Mesa-dev] swizzling in llvmpipe [was: other stuff]

2010-09-01 Thread Luca Barbieri
> It still sounds that you're referring to sampling from a texture and not > rendering/blending to it. Of course the are related (we only want one > swizzled layout at most), but the current swizzled layout was chosen to > make blending easy; and not to make texture sampling easy. > > No SoA swizzl

Re: [Mesa-dev] swizzling in llvmpipe [was: other stuff]

2010-09-01 Thread José Fonseca
On Wed, 2010-09-01 at 09:24 -0700, Luca Barbieri wrote: > > It's an impressive amount of work you did here. I'll comment only on the > > llvmpipe of the changes for now. > > Thanks for your feedback! > > > Admittedly, always using a floating point is not ideal. A better > > solution would be to c

Re: [Mesa-dev] swizzling in llvmpipe [was: other stuff]

2010-09-01 Thread Luca Barbieri
> Well, don't forget that you have to populate the tile from somewhere - > so you'll hit all of the same cachelines that the non-swizzled version > would have. > > We still get locality from binning, meaning that all accesses to a group > of cachelines come in a single burst, after which they are d

[Mesa-dev] swizzling in llvmpipe [was: other stuff]

2010-09-01 Thread Keith Whitwell
On Wed, 2010-09-01 at 09:24 -0700, Luca Barbieri wrote: > > It's an impressive amount of work you did here. I'll comment only on the > > llvmpipe of the changes for now. > > Thanks for your feedback! > > > Admittedly, always using a floating point is not ideal. A better > > solution would be to c