diff options
author | Topi Pohjolainen <[email protected]> | 2015-01-28 16:27:25 +0200 |
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committer | Topi Pohjolainen <[email protected]> | 2015-01-30 09:58:32 +0200 |
commit | 941aced635aab743bf1ec40ae7f3d21989c8a28e (patch) | |
tree | 726d56663e1df609d64f933361b891b8cf772697 /src/mesa/drivers/common/meta.h | |
parent | 97caf5fa04dbd2148378a9e83c0e232f51552ee2 (diff) |
meta/blit: Compile programs with and without depth
When color buffers alone are concerned the depth is not needed.
No regression on BDW where meta blit is used instead of blorp. I
also disabled blorp temporarily for fbo-blits on IVB and saw no
regressions there either.
I also compared several graphics benchmarks on BDW and saw neither
regressions or improvements.
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Diffstat (limited to 'src/mesa/drivers/common/meta.h')
-rw-r--r-- | src/mesa/drivers/common/meta.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/mesa/drivers/common/meta.h b/src/mesa/drivers/common/meta.h index de3dc6a0ab4..3b9e05e0176 100644 --- a/src/mesa/drivers/common/meta.h +++ b/src/mesa/drivers/common/meta.h @@ -298,7 +298,8 @@ struct blit_state { GLuint VAO; GLuint VBO; - struct blit_shader_table shaders; + struct blit_shader_table shaders_with_depth; + struct blit_shader_table shaders_without_depth; GLuint msaa_shaders[BLIT_MSAA_SHADER_COUNT]; struct temp_texture depthTex; bool no_ctsi_fallback; |