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i965: Shorten sampler loops in precompile key setup.
Now that we have the number of samplers available, we don't need to iterate over all 16. This should be particularly helpful for vertex shaders. v2: Use the correct shader program (caught by Paul Berry). This needs to initialize the exact same set of sampler swizzles as the actual key setup, or else we end up doing recompiles due to some being XYZW and others being 0. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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2 changed files with 4 additions and 2 deletions
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@ -3157,7 +3157,8 @@ brw_fs_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
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key.clamp_fragment_color = ctx->API == API_OPENGL_COMPAT;
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for (int i = 0; i < MAX_SAMPLERS; i++) {
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unsigned sampler_count = _mesa_fls(fp->Base.SamplersUsed);
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for (unsigned i = 0; i < sampler_count; i++) {
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if (fp->Base.ShadowSamplers & (1 << i)) {
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/* Assume DEPTH_TEXTURE_MODE is the default: X, X, X, 1 */
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key.tex.swizzles[i] =
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@ -530,7 +530,8 @@ brw_vs_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
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key.base.program_string_id = bvp->id;
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key.base.clamp_vertex_color = ctx->API == API_OPENGL_COMPAT;
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for (int i = 0; i < MAX_SAMPLERS; i++) {
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unsigned sampler_count = _mesa_fls(vp->Base.SamplersUsed);
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for (unsigned i = 0; i < sampler_count; i++) {
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if (vp->Base.ShadowSamplers & (1 << i)) {
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/* Assume DEPTH_TEXTURE_MODE is the default: X, X, X, 1 */
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key.base.tex.swizzles[i] =
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