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authorKenneth Graunke <[email protected]>2015-08-29 00:33:10 -0700
committerKenneth Graunke <[email protected]>2015-09-26 11:59:56 -0700
commitdf221f65e26199a74bc259d3f94e70637b843afa (patch)
treecb623ad296862ed7d556d6164e8a758a9f0a245b /src/glsl
parent6301af22bb80b2c177539074e3b2c68e65c15d41 (diff)
i965: Simplify handling of VUE map changes.
The old code was disasterously complex - spread across multiple atoms which may not even run, inspecting the dirty bits to try and decide whether it was necessary to do checks...storing VS information in brw_context...extra flagging... This code tripped me and Carl up very badly when working on the shader cache code. It's very fragile and hard to maintain. Now that geometry shaders only depend on their inputs and don't have to worry about the VS VUE map, we can dramatically simplify this: just compute the VUE map coming out of the geometry shader stage in brw_upload_programs. If it changes, flag it. Done. v2: Also check vue_map.separable. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
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