[Mesa-dev] [PATCH] i915: Don't flatten IF statements in the vertex shader.
Kenneth Graunke
kenneth at whitecape.org
Fri Sep 14 23:27:22 PDT 2012
MaxIfDepth of 0 means "flatten all the time", not "never flatten".
Vertex shading is done using swrast, which can handle control flow
just fine. Giving it less instructions will probably help performance.
Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
---
src/mesa/drivers/dri/i915/i915_context.c | 1 +
1 file changed, 1 insertion(+)
diff --git a/src/mesa/drivers/dri/i915/i915_context.c b/src/mesa/drivers/dri/i915/i915_context.c
index fcdc8ff..a925a28 100644
--- a/src/mesa/drivers/dri/i915/i915_context.c
+++ b/src/mesa/drivers/dri/i915/i915_context.c
@@ -271,6 +271,7 @@ i915CreateContext(int api,
* FINISHME: vertex shaders?
*/
ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitCondCodes = true;
+ ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].MaxIfDepth = UINT_MAX;
struct gl_shader_compiler_options *const fs_options =
& ctx->ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
--
1.7.11.4
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