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authorRoland Scheidegger <[email protected]>2012-11-27 03:30:55 +0100
committerRoland Scheidegger <[email protected]>2012-11-27 03:30:55 +0100
commit529fe420ba6836479619ba42e53665724755fc1c (patch)
treedc3a7a4d54229a68e5321d5310412e7d456bb4d6 /src/mesa
parent0b6554ba6f2aa8a771852566340c24205e406d02 (diff)
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 <[email protected]>
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