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authorKenneth Graunke <[email protected]>2013-04-17 17:30:24 -0700
committerKenneth Graunke <[email protected]>2013-05-12 09:36:44 -0700
commit72a0b7a43531eb5e5cc4355941957864f86dd719 (patch)
tree72fa078e491fa1905cbc6712d6a29f1c985ed007
parentbbf029f7cf006d86a5dd13bf3bdd43f660ce2e51 (diff)
i965/vs: Set the PreferDP4 shader compiler option.
Doing matrix multiplies with DP4s is fewer instructions than MUL/ADD, especially since we don't support MAD in the vertex shader. Not observed to improve performance in any fixed function applications, but is useful for the next patch. I've left this unset for the fragment shader because the scalar backend can't use DP4 and does have MAD support. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
-rw-r--r--src/mesa/drivers/dri/i965/brw_context.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_context.c b/src/mesa/drivers/dri/i965/brw_context.c
index 745a1172772..69b7e4dead8 100644
--- a/src/mesa/drivers/dri/i965/brw_context.c
+++ b/src/mesa/drivers/dri/i965/brw_context.c
@@ -232,6 +232,8 @@ brwCreateContext(int api,
ctx->ShaderCompilerOptions[i].LowerClipDistance = true;
}
+ ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].PreferDP4 = true;
+
ctx->Const.VertexProgram.MaxNativeInstructions = (16 * 1024);
ctx->Const.VertexProgram.MaxAluInstructions = 0;
ctx->Const.VertexProgram.MaxTexInstructions = 0;