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authorRoland Scheidegger <sroland@tungstengraphics.com>2007-02-09 19:21:29 +0100
committerRoland Scheidegger <sroland@tungstengraphics.com>2007-02-09 19:21:29 +0100
commitb2d30ca0cb01a80ff440a4a07b293daa16486e12 (patch)
treeca1cc1841bc3bda1a4830994a27a5a3a59b71519 /src/mesa/shader/program.c
parentfcccf8943213a20957f305161e8aae7fef55baab (diff)
optimize per-pixel fog program
use the same internal state as for vertex fog. From the old implemenentation, this changes a SUB+MUL into a MAD for linear fog, and saves a MUL for EXP/EXP2, plus saves a (constant) parameter. While here, fix the broken (forgotten) swizzling. (untested)
Diffstat (limited to 'src/mesa/shader/program.c')
-rw-r--r--src/mesa/shader/program.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/shader/program.c b/src/mesa/shader/program.c
index 7e6cd26c55..490f919445 100644
--- a/src/mesa/shader/program.c
+++ b/src/mesa/shader/program.c
@@ -997,7 +997,7 @@ _mesa_fetch_state(GLcontext *ctx, const enum state_index state[],
break;
}
case STATE_FOG_PARAMS_OPTIMIZED:
- /* this makes it possible to use simpler per-vertex fog calcs. POW
+ /* for simpler per-vertex/pixel fog calcs. POW
(for EXP/EXP2 fog) might be more expensive than EX2 on some hw,
plus it needs another constant (e) anyway. Linear fog can now be
done with a single MAD.