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authorRoland Scheidegger <[email protected]>2013-08-12 17:58:39 +0200
committerRoland Scheidegger <[email protected]>2013-08-12 23:33:00 +0200
commit7147094ff235a1c0550e1bafbd12574feca7fdd8 (patch)
tree4b0b8c964bcc8119fca092c99f6a5c8e751d8791 /src/gallium/auxiliary/draw
parent84fce45321166e55c03c95ece29d4c27de6740a6 (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')
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