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authorKenneth Graunke <[email protected]>2018-12-03 22:26:47 -0800
committerKenneth Graunke <[email protected]>2018-12-21 15:29:25 -0800
commited1a356c5e21a8d19287fea2512d3b3a82171e9f (patch)
tree9cdc82a30096c0e474503b20401b07d99b5d3e14 /scons/llvm.py
parent42d31e0516d64bca45a45f73e6a2f7f40e6daa4b (diff)
st/mesa: Drop !passColor optimization in drawpixels shaders.
The glDrawPixels passthrough vertex shader copies position and texcoord vertex attributes to varying outputs. It also optionally copies a third gl_Color attribute, which sometimes is unnecessary. Until now, we've compiled separate variants of the shader, one of which does this extra copy, and the other of which doesn't. We have done this since 2007. But, the vertex shader runs for a whopping four vertices, and so the cost of a copying a single input to output is likely inconsequential. In theory, we could bind one fewer vertex element - but we always bind all three regardless. So, we don't even get that savings. This patch unifies the two, so we always copy the optional color, and save having to compile the variant. It also makes the VS input interface match up with the vertex element state without any dead (unused) input attributes. Reviewed-by: Marek Olšák <[email protected]>
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