llvmpipe: execute shaders on 4x4 blocks instead of 8x2
authorBrian Paul <brianp@vmware.com>
Wed, 2 Dec 2009 22:13:45 +0000 (15:13 -0700)
committerBrian Paul <brianp@vmware.com>
Wed, 2 Dec 2009 22:13:47 +0000 (15:13 -0700)
commit866e6856d39efe9b1ec739587f420a640ad8618e
tree66e8ca0bd3e48ae46bd73a7d568e64ae115c3679
parent5750a6426bc8d47f9801be5896b2d0f5ae3a5b12
llvmpipe: execute shaders on 4x4 blocks instead of 8x2

This matches the convention used by the recursive rasterizer.
Also fixed assorted typos, comments, etc.
Now tri-z.c, gears.c, etc look basically right but there's still some
cracks in triangle rasterization.
src/gallium/drivers/llvmpipe/lp_bld_interp.c
src/gallium/drivers/llvmpipe/lp_bld_interp.h
src/gallium/drivers/llvmpipe/lp_rast.c
src/gallium/drivers/llvmpipe/lp_state_fs.c