diff options
author | Eric Engestrom <eric@engestrom.ch> | 2017-02-09 02:10:17 +0000 |
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committer | Eric Engestrom <eric@engestrom.ch> | 2017-02-09 11:28:15 +0000 |
commit | 30cf9ffb595b0fb7aeb2867d704ae9016b29fca2 (patch) | |
tree | 55ed8a1fd075c7b30763ede659eb38dcf4220e91 /docs/llvmpipe.html | |
parent | 2b0fe3cff7c8620b19a9fe316e290c21258759ad (diff) | |
download | mesa-30cf9ffb595b0fb7aeb2867d704ae9016b29fca2.tar.gz |
docs: https all the links \o/
Most of them already redirected to https anyway, so we might as well
avoid the redirection and the security implications by linking directly
to the right protocol.
Signed-off-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Brian Paul <brianp@vmware.com>
Diffstat (limited to 'docs/llvmpipe.html')
-rw-r--r-- | docs/llvmpipe.html | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/docs/llvmpipe.html b/docs/llvmpipe.html index f603bd64660..5fb3b7aa228 100644 --- a/docs/llvmpipe.html +++ b/docs/llvmpipe.html @@ -165,8 +165,8 @@ any OpenGL drivers): <li><p>load this registry settings:</p> <pre>REGEDIT4 -; http://technet.microsoft.com/en-us/library/cc749368.aspx -; http://www.msfn.org/board/topic/143241-portable-windows-7-build-from-winpe-30/page-5#entry942596 +; https://technet.microsoft.com/en-us/library/cc749368.aspx +; https://www.msfn.org/board/topic/143241-portable-windows-7-build-from-winpe-30/page-5#entry942596 [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows NT\CurrentVersion\OpenGLDrivers\MSOGL] "DLL"="mesadrv.dll" "DriverVersion"=dword:00000001 @@ -195,7 +195,7 @@ that no tail call optimizations are done by gcc. <h2>Linux perf integration</h2> <p> -On Linux, it is possible to have symbol resolution of JIT code with <a href="http://perf.wiki.kernel.org/">Linux perf</a>: +On Linux, it is possible to have symbol resolution of JIT code with <a href="https://perf.wiki.kernel.org/">Linux perf</a>: </p> <pre> @@ -211,7 +211,7 @@ the generated code annotated with the samples. </p> <p>You can obtain a call graph via -<a href="http://code.google.com/p/jrfonseca/wiki/Gprof2Dot#linux_perf">Gprof2Dot</a>.</p> +<a href="https://github.com/jrfonseca/gprof2dot#linux-perf">Gprof2Dot</a>.</p> <h1>Unit testing</h1> @@ -253,7 +253,7 @@ 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 - <a href="http://npcontemplation.blogspot.com/2008/06/secret-of-llvm-c-bindings.html"> + <a href="https://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> @@ -264,18 +264,18 @@ for posterior analysis, e.g.: <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="https://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> + <li><a href="https://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="https://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> @@ -294,21 +294,21 @@ for posterior analysis, e.g.: <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> + <li><a href="https://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> + <li><a href="https://npcontemplation.blogspot.co.uk/2008/06/secret-of-llvm-c-bindings.html">The secret of LLVM C bindings</a></li> </ul> </li> <li> <p>General</p> <ul> - <li><a href="http://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/">A trip through the Graphics Pipeline</a></li> - <li><a href="http://msdn.microsoft.com/en-us/library/gg615082.aspx#architecture">WARP Architecture and Performance</a></li> + <li><a href="https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/">A trip through the Graphics Pipeline</a></li> + <li><a href="https://msdn.microsoft.com/en-us/library/gg615082.aspx#architecture">WARP Architecture and Performance</a></li> </ul> </li> </ul> |