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Bitmask lookup table based supersampling #64

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Commits on Apr 4, 2021

  1. Bitmask lookup table based supersampling

    Many thanks to Venemo on #dri-devel for helping out with intrusction level parallelism.
    
    The tiles can now divided in both x and y direction, which allows for:
    - Less divergence on typical inputs
    - Faster texture stores through coalescing
    ishitatsuyuki committed Apr 4, 2021
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Commits on Apr 5, 2021

  1. Bugfixes

    ishitatsuyuki committed Apr 5, 2021
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Commits on Apr 6, 2021

  1. Optimization

    ishitatsuyuki committed Apr 6, 2021
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Commits on Apr 10, 2021

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Commits on Apr 11, 2021

  1. Move vector normalization to path_coarse.comp

    Performing the normalization in path_coarse.comp reduces redundant
    computation as each thread in SIMD computes for a different path.
    Gives a slight overall performance boost.
    
    The normal vector direction was flipped to simplify logic.
    ishitatsuyuki committed Apr 11, 2021
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Commits on Apr 12, 2021

  1. Cut down winding lookups more aggressively

    Inspired by the original kernel4 code, this change avoids the expensive lookup whenever it's determined that the lookup result would be discarded (bit AND against a zero).
    
    It's unfortunate that we end up doing a lot of redundant work in kernel4, but at least we gain up to 10% of improvement for now.
    ishitatsuyuki committed Apr 12, 2021
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