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diff --git a/docs/llvmpipe.html b/docs/llvmpipe.html index 80f8a017665..d69590726f9 100644 --- a/docs/llvmpipe.html +++ b/docs/llvmpipe.html @@ -203,11 +203,65 @@ 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 - http://npcontemplation.blogspot.com/2008/06/secret-of-llvm-c-bindings.html - for a stand-alone example. See the llvm-c/Core.h file for reference. + <a href="http://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> +<h1 id="recommended_reading">Recommended Reading</h1> + +<ul> + <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="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> + </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="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> + <li><a href="http://devmaster.net/posts/12785/texture-swizzling">Texture Swizzling</a></li> + </ul> + </li> + <li> + <p>SIMD</p> + <ul> + <li><a href="http://www.cdl.uni-saarland.de/projects/wfv/#header4">Whole-Function Vectorization</a></li> + </ul> + </li> + <li> + <p>Optimization</p> + <ul> + <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> + </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> + </ul> + </li> + <li> + <p>Misc</p> + <ul> + <li><a href="http://msdn.microsoft.com/en-us/library/gg615082.aspx#architecture">WARP Architecture and Performance</a></li> + </ul> + </li> +</ul> + </div> </body> </html> |