On Thu, Jul 12, 2018 at 12:54:54PM -0700, Jason Ekstrand wrote: > On Thu, Jul 12, 2018 at 10:28 AM Caio Marcelo de Oliveira Filho < > caio.olive...@intel.com> wrote: > > > > > Question: earlier in the code we call > > > > > > > > populate_wm_prog_key(pipeline, info, &key); > > > > > > > > which does > > > > > > > > key->nr_color_regions = pipeline->subpass->color_count; > > > > > > > > key->replicate_alpha = key->nr_color_regions > 1 && > > > > info->pMultisampleState && > > > > > > info->pMultisampleState->alphaToCoverageEnable; > > > > > > > > so key->replicate_alpha is calculated based on the old value. Should > > > > this be (re)calculated using the new value? > > > > > > > > > > We could but it would have no effect. 100% of the uses of > > replicate_alpha > > > in the back-end have it ANDed with inst->target > 0. > > > > If it's not effectful, maybe we could remove the > > "key->nr_color_regions > 1 &&" from the definition of replicate_alpha > > then? > > > > We could but that might result in more cache misses. By setting it to > false when nr_color_regions <= 1, we avoid extra cache misses of you > compile the same single-output shader twice once with alphaToCoverage and > once without.
Got it, thanks for the explanation. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev