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authorTopi Pohjolainen <[email protected]>2015-01-28 16:36:11 +0200
committerTopi Pohjolainen <[email protected]>2015-01-30 09:57:51 +0200
commit97caf5fa04dbd2148378a9e83c0e232f51552ee2 (patch)
treeb98b517add999696c985fb10f2801e64f646e2a2
parent4c157d34c0163ab2389d74181121950aaf0ef121 (diff)
meta/blit: Write depth only when asked for
Implementing an idea from Ken, on i965 the shader program for 2D blits becomes significantly simpler. Before: pln(8) g6<1>F g4<0,1,0>F g2<8,8,1>F { align1 1Q compacted }; pln(8) g7<1>F g4.4<0,1,0>F g2<8,8,1>F { align1 1Q compacted }; send(8) g2<1>UW g6<8,8,1>F sampler (1, 0, 0, 1) mlen 2 rlen 4 { align1 1Q }; mov(8) g123<1>F g2<8,8,1>F { align1 1Q compacted }; mov(8) g124<1>F g3<8,8,1>F { align1 1Q compacted }; mov(8) g125<1>F g4<8,8,1>F { align1 1Q compacted }; mov(8) g126<1>F g5<8,8,1>F { align1 1Q compacted }; mov(8) g127<1>F g2<8,8,1>F { align1 1Q compacted }; nop ; sendc(8) null g123<8,8,1>F render RT write SIMD8 LastRT Surface = 0 mlen 5 rlen 0 { align1 1Q EOT }; After: pln(8) g6<1>F g4<0,1,0>F g2<8,8,1>F { align1 1Q compacted }; pln(8) g7<1>F g4.4<0,1,0>F g2<8,8,1>F { align1 1Q compacted }; send(8) g124<1>UW g6<8,8,1>F sampler (1, 0, 0, 1) mlen 2 rlen 4 { align1 1Q }; sendc(8) null g124<8,8,1>F render RT write SIMD8 LastRT Surface = 0 mlen 4 rlen 0 { align1 1Q EOT }; v2 (Matt): Removed unintended white-space change Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
-rw-r--r--src/mesa/drivers/common/meta.c5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index ec7564ab7c4..84d6337b670 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -293,10 +293,11 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
"void main()\n"
"{\n"
" gl_FragColor = %s(texSampler, %s);\n"
- " gl_FragDepth = gl_FragColor.x;\n"
+ "%s"
"}\n",
fs_preprocess, shader->type, fs_input,
- shader->func, shader->texcoords);
+ shader->func, shader->texcoords,
+ do_depth ? " gl_FragDepth = gl_FragColor.x;\n" : "");
_mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
ralloc_asprintf(mem_ctx, "%s blit",