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author | Grazvydas Ignotas <[email protected]> | 2017-03-26 19:30:23 +0300 |
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committer | Timothy Arceri <[email protected]> | 2017-03-27 15:05:10 +1100 |
commit | b97faea162fe9999d241de679f99ad935a8bce26 (patch) | |
tree | 9eb7ed304a4d3923072ef59d3f8c81f8ad275e7b /src/compiler/glsl/propagate_invariance.cpp | |
parent | f2d4d116113c8eddf7e8f372d466510c31d3dba4 (diff) |
glsl, st/shader_cache: check the whole sha1 for zero
The checks were only looking at the first byte, while the intention
seems to be to check if the whole sha1 is zero. This prevented all
shaders with first byte zero in their sha1 from being saved.
This shaves around a second from Deus Ex load time on a hot cache.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Diffstat (limited to 'src/compiler/glsl/propagate_invariance.cpp')
0 files changed, 0 insertions, 0 deletions