On Fri, Sep 19, 2014 at 1:10 PM, Jason Ekstrand <ja...@jlekstrand.net> wrote: > Previously, we were generating the fast-clear shader from GLSL. The > problem is that fast clears require that we use a replicated write rather > than a regular write instruction. In order to get this we had a > complicated and somewhat fragile optimization pass that looked for places > where we can use a replicated write and used it. Since replicated writes > have a lot of restrictions, we only ever use them for fast-clear > operations. > > This commit replaces the optimization pass with a function that just > generates the shader we want. This is a) less code, b) less fragile than > the optimization pass, and c) generates a more efficient shader. > > Signed-off-by: Jason Ekstrand <jason.ekstr...@intel.com> > Cc: Kristian Høgsberg <k...@bitplanet.net>
I think this is probably a good idea, and certainly simplifies things. It does prevent us from potentially recognizing other non-clear shaders after optimization though. I don't know all of the state requirements for using repdata so I don't think I can properly evaluate the benefit or difficulty in doing that. I'd defer to Ken -- and pending other comments: Reviewed-by: Matt Turner <matts...@gmail.com> Also, Cc'ing Kristian, who I don't think has seen this patch yet. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev