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-rw-r--r--src/gallium/docs/source/context.rst8
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diff --git a/src/gallium/docs/source/context.rst b/src/gallium/docs/source/context.rst
index 6563a7e1503..a46131c31fe 100644
--- a/src/gallium/docs/source/context.rst
+++ b/src/gallium/docs/source/context.rst
@@ -99,6 +99,14 @@ objects. They all follow simple, one-method binding calls, e.g.
various debug messages, eventually reported via KHR_debug and
similar mechanisms.
+Samplers
+^^^^^^^^
+
+pipe_sampler_state objects control how textures are sampled (coordinate
+wrap modes, interpolation modes, etc). Note that samplers are not used
+for texture buffer objects. That is, pipe_context::bind_sampler_views()
+will not bind a sampler if the corresponding sampler view refers to a
+PIPE_BUFFER resource.
Sampler Views
^^^^^^^^^^^^^
<body> <div class="header"> <h1>The Mesa 3D Graphics Library</h1> </div> <iframe src="contents.html"></iframe> <div class="content"> <h1>Performance Tips</h1> <p> Performance tips for software rendering: </p> <ol> <li> Turn off smooth shading when you don't need it (glShadeModel) <li> Turn off depth buffering when you don't need it. <li> Turn off dithering when not needed. <li> Use double buffering as it's often faster than single buffering <li> Compile in the X Shared Memory extension option if it's supported on your system by adding -DSHM to CFLAGS and -lXext to XLIBS for your system in the Make-config file. <li> Recompile Mesa with more optimization if possible. <li> Try to maximize the amount of drawing done between glBegin/glEnd pairs. <li> Use the MESA_BACK_BUFFER variable to find best performance in double buffered mode. (X users only) <li> Optimized polygon rasterizers are employed when: rendering into back buffer which is an XImage RGB mode, not grayscale, not monochrome depth buffering is GL_LESS, or disabled flat or smooth shading dithered or non-dithered no other rasterization operations enabled (blending, stencil, etc) <li> Optimized line drawing is employed when: rendering into back buffer which is an XImage RGB mode, not grayscale, not monochrome depth buffering is GL_LESS or disabled flat shading dithered or non-dithered no other rasterization operations enabled (blending, stencil, etc) <li> Textured polygons are fastest when: using a 3-component (RGB), 2-D texture minification and magnification filters are GL_NEAREST texture coordinate wrap modes for S and T are GL_REPEAT GL_DECAL environment mode glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST ) depth buffering is GL_LESS or disabled <li> Lighting is fastest when: Two-sided lighting is disabled GL_LIGHT_MODEL_LOCAL_VIEWER is false GL_COLOR_MATERIAL is disabled No spot lights are used (all GL_SPOT_CUTOFFs are 180.0) No local lights are used (all position W's are 0.0) All material and light coefficients are &gt;= zero <li> XFree86 users: if you want to use 24-bit color try starting your X server in 32-bit per pixel mode for better performance. That is, start your X server with startx -- -bpp 32 instead of startx -- -bpp 24 <li> Try disabling dithering with the MESA_NO_DITHER environment variable. If this env var is defined Mesa will disable dithering and the command glEnable(GL_DITHER) will be ignored. </ol> </div> </body> </html>