On 11/21/2013 06:03 PM, jfons...@vmware.com wrote:
From: José Fonseca <jfons...@vmware.com>
Several links contributed by Keith Whitwell and Roland Scheidegger.
---
docs/llvmpipe.html | 58 ++++++++++++++++++++++++++++++++++++++++++++++++++++--
1 file changed, 56 insertions(+), 2 deletions(-)
diff --git a/docs/llvmpipe.html b/docs/llvmpipe.html
index 80f8a01..d695907 100644
--- a/docs/llvmpipe.html
+++ b/docs/llvmpipe.html
@@ -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>
</body>
</html>
Loods good to me. Thought that would be just one link from me :-).
Roland
_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
http://lists.freedesktop.org/mailman/listinfo/mesa-dev