mesa/src/gallium/auxiliary/pipe-loader
Kenneth Graunke 9b577f2a88 driconf, glsl: Add a vs_position_always_invariant option
Many applications use multi-pass rendering and require their vertex
shader position to be computed the same way each time.  Optimizations
may consider, say, fusing a multiply-add based on global usage of an
expression in a shader.  But a second shader with the same expression
may have different code, causing that optimization to make the other
choice the second time around.

The correct solution is for applications to mark their VS outputs
'invariant', indicating they need multiple shaders to compute that
output in the same manner.  However, most applications fail to do so.

So, we add a new driconf option - vs_position_always_invariant - which
forces the gl_Position output in vertex shaders to be marked invariant.

Fixes: 7025dbe794 ("nir: Skip emitting no-op movs from the builder.")
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2019-11-27 18:48:04 +00:00
..
Android.mk android: Build kms_swrast for the Android platform 2018-10-22 13:08:17 +01:00
driinfo_gallium.h driconf, glsl: Add a vs_position_always_invariant option 2019-11-27 18:48:04 +00:00
Makefile.sources gallium: move driinfo XML to pipe_loader 2017-08-02 09:50:57 +02:00
meson.build pipe-loader: drop unnecessary xmlpool_options_h 2019-10-31 15:29:06 +00:00
pipe_loader.c driconfig: add a new engine name/version parameter 2019-09-15 15:37:02 +03:00
pipe_loader.h gallium: replace drm_driver_descriptor::configuration with driconf_xml 2019-04-23 21:20:26 -04:00
pipe_loader_drm.c pipe-loader: check that the pointer to driconf_xml isn't NULL 2019-11-21 07:34:20 +01:00
pipe_loader_priv.h gallium: replace drm_driver_descriptor::configuration with driconf_xml 2019-04-23 21:20:26 -04:00
pipe_loader_sw.c gallium/aux: replace MAYBE_UNUSED with UNUSED 2019-07-31 09:41:05 +01:00
SConscript Fix gallium SCons build 2017-08-02 11:48:56 +02:00