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author | Eric Anholt <eric@anholt.net> | 2010-11-18 15:03:50 +0800 |
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committer | Eric Anholt <eric@anholt.net> | 2010-11-19 19:54:11 -0800 |
commit | 47b1aac1cf0aefae4df58a60bb7eb26d21e25913 (patch) | |
tree | 44998e9401173a986c3ea266fa566ab780a43cde /src/glsl/lower_mat_op_to_vec.cpp | |
parent | ac89a90401f08df945248fcc96da59ba0e2bbfa9 (diff) |
i965: Improve compute-to-mrf.
We were skipping it if the instruction producing the value we were
going to compute-to-mrf used its result reg as a source reg. This
meant that the typical "write interpolated color to fragment color" or
"texture from interpolated texcoord" shader didn't compute-to-MRF.
Just don't check for the interference cases until after we've checked
if this is the instruction we wanted to compute-to-MRF.
Improves nexuiz high-settings performance on my laptop 0.48% +- 0.08%
(n=3).
Diffstat (limited to 'src/glsl/lower_mat_op_to_vec.cpp')
0 files changed, 0 insertions, 0 deletions