On Sat, Jan 18, 2014 at 8:20 PM, Kenneth Graunke <kenn...@whitecape.org> wrote: > In theory, a shader might use textureOffset() but set all the texel > offsets to zero. In that case, we don't actually need to set up the > message header - zero is the implicit default. > > By moving the texture_offset setup before the header_present setup, we > can easily only set header_present when there are non-zero texel offset > values. > > Signed-off-by: Kenneth Graunke <kenn...@whitecape.org> > --- > src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp | 17 ++++++++--------- > 1 file changed, 8 insertions(+), 9 deletions(-) > > diff --git a/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp > b/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp > index 3b8cef6..2b6f3e9 100644 > --- a/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp > +++ b/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp > @@ -2363,10 +2363,16 @@ vec4_visitor::visit(ir_texture *ir) > assert(!"Unrecognized tex op"); > } > > - bool use_texture_offset = ir->offset != NULL && ir->op != ir_txf; > + if (ir->offset != NULL && ir->op != ir_txf) > + inst->texture_offset = brw_texture_offset(ctx, > ir->offset->as_constant()); > + > + /* Stuff the channel select bits in the top of the texture offset */ > + if (ir->op == ir_tg4) > + inst->texture_offset |= gather_channel(ir, sampler)<<16;
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