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>
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