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authorMarek Olšák <[email protected]>2016-11-14 09:09:51 +0100
committerMarek Olšák <[email protected]>2016-11-21 21:44:35 +0100
commitef6c84b301ce15022d4907dfb0db5764e31e68f5 (patch)
treeb74d83cfe33e5098e7eec2ff78b5f596bceda22b /src/gallium/drivers/softpipe/sp_texture.h
parent7e76f9a7a8041e2fe6aa557f1520358f1c323553 (diff)
radeonsi: eliminate VS outputs that aren't used by PS at runtime
A past commit added the ability to compile "optimized" shader variants asynchronously (not stalling the app). This commit builds upon that and adds what is basically a runtime shader linker. If a VS output isn't used by the currently-bound PS, a new VS compilation is started without that output. The new shader variant is used when it's ready. All apps using separate shader objects I've seen had unused VS outputs. Eliminating unused/useless VS outputs also eliminates the corresponding vertex attribute loads. Tested-by: Edmondo Tommasina <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
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