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 <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
This commit is contained in:
Kenneth Graunke
2014-12-01 01:09:35 -08:00
parent afd605f346
commit 51f7f613f9
+8 -3
View File
@@ -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);