llvmpipe: get rid of depth swizzling.
authorRoland Scheidegger <sroland@vmware.com>
Wed, 1 May 2013 15:54:08 +0000 (17:54 +0200)
committerRoland Scheidegger <sroland@vmware.com>
Fri, 3 May 2013 19:36:20 +0000 (21:36 +0200)
commitae507b6260f00638b63c22de811cc63b379698bb
tree55dfcd9f6f8559916bdde5f4e6ae7e4f3fe51468
parente495d88453076a4fe552502d66d6a3869ab70e4a
llvmpipe: get rid of depth swizzling.

Eliminating this we no longer need to copy between linear and swizzled layout.
This is probably not quite ideal since it's a bit more work for now, could do
some optimizations by moving depth testing outside the fragment shader loop
(but tricky for early depth test as we don't have neither the mask nor the
interpolated z in the right order handy).
The large amount of tile/untile code is no longer needed will be deleted
in next commit.
No piglit regressions.
v2: change a forgotten LAYOUT_NONE to LAYOUT_LINEAR.
v3: fix (bogus) uninitialized variable warnings, add comments, fix a bad type

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
src/gallium/drivers/llvmpipe/lp_bld_depth.c
src/gallium/drivers/llvmpipe/lp_bld_depth.h
src/gallium/drivers/llvmpipe/lp_jit.h
src/gallium/drivers/llvmpipe/lp_rast.c
src/gallium/drivers/llvmpipe/lp_rast_priv.h
src/gallium/drivers/llvmpipe/lp_scene.c
src/gallium/drivers/llvmpipe/lp_state_fs.c