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authorRoland Scheidegger <[email protected]>2013-06-05 00:17:22 +0200
committerRoland Scheidegger <[email protected]>2013-06-05 00:29:47 +0200
commitffe2a1ca3c097661dd3f6e3ca5cfd72be184426c (patch)
tree8cd2bcebb61a96090c2996e745a01e983f602d8d /src/glsl/main.cpp
parentef3e887084fbb36b9041faafc18fb75f6cfa7501 (diff)
llvmpipe: reduce alignment requirement for 1d resources from 4x4 to 4x1
For rendering to buffers, we cannot have any y alignment. So make sure that tile clear commands only clear up to the fb width/height, not more (do this for all resources actually as clearing more seems pointless for other resources too). For the jit fs function, skip execution of the lower half of the fragment shader for the 4x4 stamp completely, for depth/stencil only load/store the values from the first row (replace other row with undef). For the blend function, also only load half the values from fs output, replace the rest with undefs so that everything still operates on the full 4x4 block to keep code the same between 4x1 and 4x4 (except for load/store of course which also needs to skip (store) or replace these values with undefs (load))., at the cost of slightly less optimal code being produced in some cases. Also reduce 1d and 1d array alignment too, because they can be handled the same as buffers so don't need to waste memory. v2: don't try to run special blend code for 4x1, (very) slightly less complexity if we just use the same code as for 4x4 which may or may not make it easier to optimize in the future (as we care a lot more about 4x4 performance than 1d). v2: don't use undef values for unused fs src outputs with llvm 3.1 as it apparently can trigger a bug in llvm. Reviewed-by: Jose Fonseca <[email protected]>
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