On 03/12/2013 10:39 PM, Paul Berry wrote:
On 12 March 2013 22:23, Kenneth Graunke <kenn...@whitecape.org
<mailto:kenn...@whitecape.org>> wrote:
On 03/11/2013 03:51 PM, Paul Berry wrote:
This patch updates the bitfields brw_context::wm.input_size___masks,
tracker::size_masks, and brw_wm_prog_key::proj_attrib___mask, all of
which are indexed by gl_frag_attrib, from 32-bit to 64-bit.
This paves the way for supporting geometry shaders, and for merging
the gl_frag_attrib and gl_vert_result enums. The combination of
these
two will require at least 55 bits in the bitfields.
---
src/mesa/drivers/dri/i965/brw___context.h | 2 +-
src/mesa/drivers/dri/i965/brw___fs.cpp | 7 ++++---
src/mesa/drivers/dri/i965/brw___vs_constval.c | 18
+++++++++---------
src/mesa/drivers/dri/i965/brw___wm.c | 2 +-
src/mesa/drivers/dri/i965/brw___wm.h | 2 +-
5 files changed, 16 insertions(+), 15 deletions(-)
Your patch looks good. However, I hate this code, and so seeing
your patch inspired me to re-measure whether the optimization is
actually still worth doing. Turns out, it isn't: it actually makes
performance slightly -worse- in the game it was supposed to help.
So I've sent out a series to delete all this. Hopefully, if Eric
agrees, we can just throw it out and you can drop this patch.
Sorry for the trouble!
--Ken
Oh, I would be delighted to see this go away. Earlier today I found
myself wondering what effect geometry shaders are going to have on this
code--it would sure be nice not to have to worry about it.
Yeah, I found myself wondering that tonight as well, and I really didn't
want to think about it.
Probably no effect, actually, since it shouldn't ever have any effect
when a GLSL vertex shader is active, and that's required to have a
geometry shader active. But..."shouldn't". :) I wouldn't be surprised
if there were bugs.
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