diff options
author | Kenneth Graunke <[email protected]> | 2014-12-01 01:09:35 -0800 |
---|---|---|
committer | Kenneth Graunke <[email protected]> | 2014-12-02 17:00:26 -0800 |
commit | 51f7f613f920148d5e9d1f5380da64fd55c66334 (patch) | |
tree | e495e3395a8d65f9a415ae13b70689b517c43505 | |
parent | afd605f3461462ba1b9f522b079ff5a03e7ab55c (diff) |
i965/vs: Set brw_vs_prog_key::clamp_vertex_color to 0 when irrelevant.
Vertex color clamping is only relevant if the shader writes to
the built-in gl_[Secondary]{Front,Back}Color varyings. Otherwise,
brw_vs_prog_key::clamp_vertex_color is never used, so we can simply
leave it set to 0.
This enables us to correctly predict the clamp_vertex_color key value
in the precompile for shaders which don't use those varyings.
Eliminates virtually all VS recompiles in Serious Sam 3's intro.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_vs.c | 11 |
1 files changed, 8 insertions, 3 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_vs.c b/src/mesa/drivers/dri/i965/brw_vs.c index e5de3c20d2f..2f628e59e8e 100644 --- a/src/mesa/drivers/dri/i965/brw_vs.c +++ b/src/mesa/drivers/dri/i965/brw_vs.c @@ -431,8 +431,11 @@ static void brw_upload_vs_prog(struct brw_context *brw) ctx->Polygon.BackMode != GL_FILL); } - /* _NEW_LIGHT | _NEW_BUFFERS */ - key.clamp_vertex_color = ctx->Light._ClampVertexColor; + if (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 | + VARYING_BIT_BFC0 | VARYING_BIT_BFC1)) { + /* _NEW_LIGHT | _NEW_BUFFERS */ + key.clamp_vertex_color = ctx->Light._ClampVertexColor; + } /* _NEW_POINT */ if (brw->gen < 6 && ctx->Point.PointSprite) { @@ -541,7 +544,9 @@ brw_vs_precompile(struct gl_context *ctx, memset(&key, 0, sizeof(key)); brw_vec4_setup_prog_key_for_precompile(ctx, &key.base, bvp->id, &vp->Base); - key.clamp_vertex_color = ctx->API == API_OPENGL_COMPAT; + key.clamp_vertex_color = + (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 | + VARYING_BIT_BFC0 | VARYING_BIT_BFC1)); success = do_vs_prog(brw, shader_prog, bvp, &key); |