On Mon, 10 Oct 2011 11:23:29 -0700, Ian Romanick <i...@freedesktop.org> wrote: > On 10/10/2011 11:06 AM, Eric Anholt wrote: > > On Thu, 06 Oct 2011 14:40:28 -0700, Ian Romanick<i...@freedesktop.org> > > wrote: > >> On 10/06/2011 09:36 AM, Eric Anholt wrote: > >>> These will be used by the FF VS/FS to represent the current attributes > >>> when they don't have an active vertex array. > >> > >> I just want to make sure I grok this completely. These are arrays of > >> vec4 uniforms that are used when, for example, glColor is called outside > >> glBegin. Yes? > > > > Exactly. > > > >> If that's the case, what's the advantage of having it in the fragment > >> shader (as opposed to using uniforms to interpolate the potentially > ^^^^^^^^ > That should have been "varyings."
Now it makes sense. The reason for the code I'm retaining in this patch appears to be that it removes a bunch of instructions in the fixed function vertex shaders. I don't have data either way about whether this optimization is good. I do know that this optimization is a huge source of bugs and a sizeable chunk of CPU overhead, but that's not enough justification for deletion on its own, imo.
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