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author | Roland Scheidegger <[email protected]> | 2013-08-12 17:58:39 +0200 |
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committer | Roland Scheidegger <[email protected]> | 2013-08-12 23:33:00 +0200 |
commit | 7147094ff235a1c0550e1bafbd12574feca7fdd8 (patch) | |
tree | 4b0b8c964bcc8119fca092c99f6a5c8e751d8791 /src/gallium/auxiliary/draw/draw_llvm.c | |
parent | 84fce45321166e55c03c95ece29d4c27de6740a6 (diff) |
gallivm: simplify geometry shader mask handling a bit
Instead of reducing masks to 0/1 simply use the mask directly as -1.
Also use some signed comparison instead of unsigned (as far as I understand
these values have to be (very) small and signed means llvm doesn't have to
apply additional logic to do the unsigned comparisons the cpu can't do).
Saves a couple of instructions in some test geometry shader here.
v2: that was a bit to much optimization, don't skip combining the masks...
Reviewed-by: Zack Rusin <[email protected]>
Diffstat (limited to 'src/gallium/auxiliary/draw/draw_llvm.c')
0 files changed, 0 insertions, 0 deletions