docs: add sha256 checksums for 17.2.1
[mesa.git] / docs / llvmpipe.html
index 291527be8d4e81d6dc2d29fe415ffe25b2052417..2efbbd4ca61843db0bdfc85ac03ea90fac657851 100644 (file)
@@ -34,7 +34,7 @@ It's the fastest software rasterizer for Mesa.
 <li>
    <p>An x86 or amd64 processor; 64-bit mode recommended.</p>
    <p>
-   Support for SSE2 is strongly encouraged.  Support for SSSE3 and SSE4.1 will
+   Support for SSE2 is strongly encouraged.  Support for SSE3 and SSE4.1 will
    yield the most efficient code.  The fewer features the CPU has the more
    likely is that you run into underperforming, buggy, or incomplete code.
    </p>
@@ -43,7 +43,7 @@ It's the fastest software rasterizer for Mesa.
    </p>
 </li>
 <li>
-   <p>LLVM: version 3.4 recommended; 3.1 or later required.</p>
+   <p>LLVM: version 3.4 recommended; 3.3 or later required.</p>
    <p>
    For Linux, on a recent Debian based distribution do:
    </p>
@@ -58,15 +58,37 @@ It's the fastest software rasterizer for Mesa.
 </pre>
 
    <p>
-        For Windows you will need to build LLVM from source with MSVC or MINGW
-        (either natively or through cross compilers) and CMake, and set the LLVM
-        environment variable to the directory you installed it to.
+   For Windows you will need to build LLVM from source with MSVC or MINGW
+   (either natively or through cross compilers) and CMake, and set the LLVM
+   environment variable to the directory you installed it to.
 
    LLVM will be statically linked, so when building on MSVC it needs to be
    built with a matching CRT as Mesa, and you'll need to pass
-   -DLLVM_USE_CRT_RELEASE=MTd for debug and checked builds,
-   -DLLVM_USE_CRT_RELEASE=MTd for profile and release builds.
+   <code>-DLLVM_USE_CRT_xxx=yyy</code> as described below.
+   </p>
+
+   <table border="1">
+     <tr>
+       <th rowspan="2">LLVM build-type</th>
+       <th colspan="2" align="center">Mesa build-type</th>
+     </tr>
+     <tr>
+       <th>debug,checked</th>
+       <th>release,profile</th>
+     </tr>
+     <tr>
+       <th>Debug</th>
+       <td><code>-DLLVM_USE_CRT_DEBUG=MTd</code></td>
+       <td><code>-DLLVM_USE_CRT_DEBUG=MT</code></td>
+     </tr>
+     <tr>
+       <th>Release</th>
+       <td><code>-DLLVM_USE_CRT_RELEASE=MTd</code></td>
+       <td><code>-DLLVM_USE_CRT_RELEASE=MT</code></td>
+     </tr>
+   </table>
 
+   <p>
    You can build only the x86 target by passing -DLLVM_TARGETS_TO_BUILD=X86
    to cmake.
    </p>
@@ -143,8 +165,8 @@ any OpenGL drivers):
   <li><p>load this registry settings:</p>
   <pre>REGEDIT4
 
-; http://technet.microsoft.com/en-us/library/cc749368.aspx
-; http://www.msfn.org/board/topic/143241-portable-windows-7-build-from-winpe-30/page-5#entry942596
+; https://technet.microsoft.com/en-us/library/cc749368.aspx
+; https://www.msfn.org/board/topic/143241-portable-windows-7-build-from-winpe-30/page-5#entry942596
 [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows NT\CurrentVersion\OpenGLDrivers\MSOGL]
 "DLL"="mesadrv.dll"
 "DriverVersion"=dword:00000001
@@ -173,7 +195,7 @@ that no tail call optimizations are done by gcc.
 <h2>Linux perf integration</h2>
 
 <p>
-On Linux, it is possible to have symbol resolution of JIT code with <a href="http://perf.wiki.kernel.org/">Linux perf</a>:
+On Linux, it is possible to have symbol resolution of JIT code with <a href="https://perf.wiki.kernel.org/">Linux perf</a>:
 </p>
 
 <pre>
@@ -184,12 +206,12 @@ On Linux, it is possible to have symbol resolution of JIT code with <a href="htt
 <p>
 When run inside Linux perf, llvmpipe will create a /tmp/perf-XXXXX.map file with
 symbol address table.  It also dumps assembly code to /tmp/perf-XXXXX.map.asm,
-which can be used by the bin/perf-annotate-jit script to produce disassembly of
+which can be used by the bin/perf-annotate-jit.py script to produce disassembly of
 the generated code annotated with the samples.
 </p>
 
 <p>You can obtain a call graph via
-<a href="http://code.google.com/p/jrfonseca/wiki/Gprof2Dot#linux_perf">Gprof2Dot</a>.</p>
+<a href="https://github.com/jrfonseca/gprof2dot#linux-perf">Gprof2Dot</a>.</p>
 
 
 <h1>Unit testing</h1>
@@ -231,7 +253,7 @@ 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 
-  <a href="http://npcontemplation.blogspot.com/2008/06/secret-of-llvm-c-bindings.html">
+  <a href="https://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>
@@ -242,18 +264,18 @@ for posterior analysis, e.g.:
   <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="https://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>
+      <li><a href="https://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="https://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>
@@ -272,21 +294,21 @@ for posterior analysis, e.g.:
       <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>
+      <li><a href="https://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>
+      <li><a href="https://npcontemplation.blogspot.co.uk/2008/06/secret-of-llvm-c-bindings.html">The secret of LLVM C bindings</a></li>
     </ul>
   </li>
   <li>
     <p>General</p>
     <ul>
-      <li><a href="http://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/">A trip through the Graphics Pipeline</a></li>
-      <li><a href="http://msdn.microsoft.com/en-us/library/gg615082.aspx#architecture">WARP Architecture and Performance</a></li>
+      <li><a href="https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/">A trip through the Graphics Pipeline</a></li>
+      <li><a href="https://msdn.microsoft.com/en-us/library/gg615082.aspx#architecture">WARP Architecture and Performance</a></li>
     </ul>
   </li>
 </ul>