gallivm: use the new mip per quad handling in texture fetch path
authorRoland Scheidegger <sroland@vmware.com>
Tue, 27 Nov 2012 02:30:55 +0000 (03:30 +0100)
committerRoland Scheidegger <sroland@vmware.com>
Tue, 27 Nov 2012 02:30:55 +0000 (03:30 +0100)
commit529fe420ba6836479619ba42e53665724755fc1c
treedc3a7a4d54229a68e5321d5310412e7d456bb4d6
parent0b6554ba6f2aa8a771852566340c24205e406d02
gallivm: use the new mip per quad handling in texture fetch path

No longer have to split fetching into quads dynamically if mip levels
are not the same for all quads (aos sampling still always splits due
to performance reasons).
Instead handle multiple mip levels further down, minification etc. takes
this into account.

Reviewed-by: José Fonseca <jfonseca@vmware.com>
src/gallium/auxiliary/gallivm/lp_bld_sample.c
src/gallium/auxiliary/gallivm/lp_bld_sample_aos.c
src/gallium/auxiliary/gallivm/lp_bld_sample_soa.c