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authorKenneth Graunke <[email protected]>2014-12-01 01:09:35 -0800
committerKenneth Graunke <[email protected]>2014-12-02 17:00:26 -0800
commit51f7f613f920148d5e9d1f5380da64fd55c66334 (patch)
treee495e3395a8d65f9a415ae13b70689b517c43505 /src/mesa
parentafd605f3461462ba1b9f522b079ff5a03e7ab55c (diff)
i965/vs: Set brw_vs_prog_key::clamp_vertex_color to 0 when irrelevant.
Vertex color clamping is only relevant if the shader writes to the built-in gl_[Secondary]{Front,Back}Color varyings. Otherwise, brw_vs_prog_key::clamp_vertex_color is never used, so we can simply leave it set to 0. This enables us to correctly predict the clamp_vertex_color key value in the precompile for shaders which don't use those varyings. Eliminates virtually all VS recompiles in Serious Sam 3's intro. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/drivers/dri/i965/brw_vs.c11
1 files changed, 8 insertions, 3 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_vs.c b/src/mesa/drivers/dri/i965/brw_vs.c
index e5de3c20d2f..2f628e59e8e 100644
--- a/src/mesa/drivers/dri/i965/brw_vs.c
+++ b/src/mesa/drivers/dri/i965/brw_vs.c
@@ -431,8 +431,11 @@ static void brw_upload_vs_prog(struct brw_context *brw)
ctx->Polygon.BackMode != GL_FILL);
}
- /* _NEW_LIGHT | _NEW_BUFFERS */
- key.clamp_vertex_color = ctx->Light._ClampVertexColor;
+ if (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
+ VARYING_BIT_BFC0 | VARYING_BIT_BFC1)) {
+ /* _NEW_LIGHT | _NEW_BUFFERS */
+ key.clamp_vertex_color = ctx->Light._ClampVertexColor;
+ }
/* _NEW_POINT */
if (brw->gen < 6 && ctx->Point.PointSprite) {
@@ -541,7 +544,9 @@ brw_vs_precompile(struct gl_context *ctx,
memset(&key, 0, sizeof(key));
brw_vec4_setup_prog_key_for_precompile(ctx, &key.base, bvp->id, &vp->Base);
- key.clamp_vertex_color = ctx->API == API_OPENGL_COMPAT;
+ key.clamp_vertex_color =
+ (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
+ VARYING_BIT_BFC0 | VARYING_BIT_BFC1));
success = do_vs_prog(brw, shader_prog, bvp, &key);