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author | Brian Paul <[email protected]> | 2015-10-22 15:36:25 -0600 |
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committer | Brian Paul <[email protected]> | 2015-10-22 17:19:20 -0600 |
commit | 1082735bb69e9f64cb3991a52f0e270902917855 (patch) | |
tree | 6d7be9330902c673435dc050545953e22b773846 /src/hgl/GLRendererRoster.h | |
parent | df0f817e311dbf9af110779086a27429905b1faf (diff) |
svga: detect constant color writes in fragment shaders
Examine the fragment shader to try to detect TGSI shaders which use
"MOV OUT[0], CONST[i]" to write a constant value for the fragment color.
In this case, all fragments will have the same color (unless blending is
enabled).
This is a common case for OpenGL code such as: glColor(), glBegin(),
glVertex(), ..., glEnd() when lighting/fog/etc are disabled. In this
case, the Mesa/gallium state tracker actually generates a simple
"MOV OUT[0], CONST[i]" fragment shader.
This will be used by the next commit to avoid provoking vertex conversion
(creating/rewriting an index buffer) when drawing flat-shaded primitives.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
Diffstat (limited to 'src/hgl/GLRendererRoster.h')
0 files changed, 0 insertions, 0 deletions