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authormarha <marha@users.sourceforge.net>2013-11-25 08:30:07 +0100
committermarha <marha@users.sourceforge.net>2013-11-25 08:30:07 +0100
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libX11 xserver mesa libXinerama libXmu mkfontscale git update 25 nov 2013
xserver commit 80481267662c8687e73081237913fa561e7a6561 libX11 commit 1e43c262d13cab2b759665f9f13bdedbc7afbfd4 libXinerama commit edd95182b26eb5d576d4878c559e0f17dddaa909 mkfontscale commit 880a0c4733e62e54e6a0f1238c7430727d23657b libXmu commit e02c30fac32e4873240e507cadc416f710188feb mesa commit 72cae2a599881e926b8709f4dfa2cc3591ea7a02
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@@ -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>
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</html>