On Mon, Dec 1, 2014 at 2:00 AM, Kenneth Graunke <kenn...@whitecape.org> wrote: > Vertex color clamping is only relevant if the shader writes to > the built-in gl_[Secondary]{Front,Back}Color varyings. Otherwise, > brw_vs_prog_key::clamp_vertex_color is never used, so we can simply > leave it set to 0. > > This enables us to correctly predict the clamp_vertex_color key value > in the precompile for shaders which don't use those varyings. > > Eliminates virtually all VS recompiles in Serious Sam 3's intro. > > Signed-off-by: Kenneth Graunke <kenn...@whitecape.org> > ---
Nice! The series is Reviewed-by: Matt Turner <matts...@gmail.com> _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev